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categoryids.h
VladimirMakeev_D2ModdingToolset/mss32/include/categoryids.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef CATEGORYIDS_H #define CATEGORYIDS_H namespace game { /** Race ids from LRace.dbf. */ enum class RaceId : int { Human = 0, Undead, Heretic, Dwarf, Neutral, Elf }; /** Subrace ids from LSubRace.dbf. */ enum class SubRaceId : int { Custom, Human, Undead, Heretic, Dwarf, Neutral, NeutralHuman, NeutralElf, NeutralGreenSkin, NeutralDragon, NeutralMarsh, NeutralWater, NeutralBarbarian, NeutralWolf, Elf }; /** Ai attitude ids from LaiAtt.dbf. */ enum class AiAttitudeId : int { Small = 0, Medium, Large, Humongous }; /** Unit branch ids from LunitB.dbf. */ enum class UnitBranchId : int { Fighter = 0, Archer, Mage, Special, Sideshow, Hero, Noble, Summon }; /** Building type ids from Lbuild.dbf. */ enum class BuildingId : int { Guild, Heal, Magic, Unit }; /** Difficulty level ids from LDiff.dbf. */ enum class DifficultyLevelId : int { Easy, Average, Hard, VeryHard }; /** * Unit ids from LUnitC.dbf. * LUnitC.dbf also defines neutral leader and neutral soldier but game does not use them. */ enum class UnitId : int { Soldier, Noble, Leader, Summon = 4, Illusion, Guardian = 8 }; /** Attack reach ids from LAttR.dbf. */ enum class AttackReachId : int { All = 1, Any, Adjacent }; /** Attack class ids from LAttC.dbf. */ enum class AttackClassId : int { Damage = 1, Drain, Paralyze, Heal = 6, Fear, BoostDamage, Petrify, LowerDamage, LowerInitiative, Poison, Frostbite, Revive, DrainOverflow, Cure, Summon, DrainLevel, GiveAttack, Doppelganger, TransformSelf, TransformOther, Blister, BestowWards, Shatter }; /** Attack source ids from LAttS.dbf. */ enum class AttackSourceId : int { Weapon, Mind, Life, Death, Fire, Water, Earth, Air }; /** Death animation ids from LDthAnim.dbf. */ enum class DeathAnimationId : int { Human = 1, Heretic, Dwarf, Undead, Neutral, Dragon, Ghost, Elf }; /** Immune category ids from LImmune.dbf. */ enum class ImmuneId : int { Notimmune = 1, Once, Always }; /** Lord category ids from LLord.dbf. */ enum class LordId : int { Mage, Warrior, Diplomat }; /** Order ids from LOrder.dbf. */ enum class OrderId : int { Normal = 1, Stand, Guard, AttackStack, DefendStack, SecureCity, Roam, MoveToLocation, DefendLocation, Bezerk, Assist, Steal = 13, DefendCity }; /** Items ids from LmagItm.dbf. */ enum class ItemId : int { Armor, Jewel, Weapon, Banner, PotionBoost, PotionHeal, PotionRevive, PotionPermanent, Scroll, Wand, Valuable, Orb, Talisman, TravelItem, Special }; /** Fortification ids from LFort.dbf. */ enum class FortId : int { Capital = 2, Village = 4 }; /** Site ids from LSite.dbf. */ enum class SiteId : int { Merchant = 2, MageTower = 4, Mercenaries, Trainer }; /** Modifier source ids from LModifS.dbf. */ enum class ModifierSourceId : int { Unit = 0, Stack = 1, Attack = 3, }; /** Modifier element types from LmodifE.dbf. */ enum class ModifierElementType : int { QtyTarget = 0, ScoutingRange = 1, Leadership = 2, Power = 3, QtyDamage = 4, Armor = 5, Hp = 6, MoveAllowance = 7, Initiative = 9, MoveAbility = 10, LeaderAbility = 11, Immunity = 12, Regeneration = 13, Immunityclass = 14, AttackDrain = 15, FastRetreat = 16, LowerCost = 17, }; /** Ground ids from Lground.dbf. */ enum class GroundId : int { Plain = 0, Forest = 1, Water = 3, Mountain = 4, }; /** Leader ability ids from LleadA.dbf. */ enum class LeaderAbilityId : int { Zealot = 1, Incorruptible = 3, WeaponMaster = 6, WandScrollUse = 7, WeaponArmorUse = 8, BannerUse = 9, JewelryUse = 10, Rod = 13, OrbUse = 14, TalismanUse = 15, TravelItemUse = 16, CriticalHit = 17, }; /** Terrain ids from LTerrain.dbf. */ enum class TerrainId : int { Human = 1, Dwarf, Heretic, Undead, Neutral, Elf }; /** Event condition ids from LEvCond.dbf. */ enum class EventConditionId : int { Frequency, Location = 2, EnterCity, OwnCity, KillStack, OwnItem, LeaderOwnItem, Diplomacy, Alliance, LootRuin, TransformLand, VisitSite, LeaderToZone = 14, LeaderToCity, ItemToLocation, StackExists, VariableInRange, }; /** Event effect ids from LEvEffct.dbf. */ enum class EventEffectId : int { Win, CreateStack, CastSpell, CastSpellMap, ChangeOwner, MoveBeside, Battle, EnableEvent, GiveSpell, GiveItem, MoveStack, Ally, Diplomacy, Unfog, RemoveMountain, RemoveLandmark, ChangeObjective, Popup, ChangeOrder, DestroyItem, RemoveStack, ChangeLandmark, ChangeTerrain, ModifyVariable, }; /** Landmark ids from LLMCat.dbf. */ enum class LandmarkId : int { Misc, Building, Structure, Terrain, }; /** Leader ids from LLeadC.dbf. */ enum class LeaderId : int { Fighter = 1, Explorer, Mage, Rod, Noble, }; /** Spell ids from LSpell.dbf. */ enum class SpellId : int { Attack, Lower, Heal, Boost, Summon, Fog = 6, Unfog, RestoreMove, Invisibility, RemoveRod, ChangeTerrain, GiveWards, }; /** AI spell ids from LAiSpell.dbf. */ enum class AiSpellId : int { All = 1, None, Human, Undead, Heretic, Dwarf, }; } // namespace game #endif // CATEGORYIDS_H
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roomclientjoin.h
VladimirMakeev_D2ModdingToolset/mss32/include/roomclientjoin.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef ROOMCLIENTJOIN_H #define ROOMCLIENTJOIN_H namespace SLNet { struct RakNetGUID; } namespace hooks { struct CMenuCustomLobby; void customLobbyProcessJoin(CMenuCustomLobby* menu, const char* roomName, const SLNet::RakNetGUID& serverGuid); } // namespace hooks #endif // ROOMCLIENTJOIN_H
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1,542,525
batunitanim.h
VladimirMakeev_D2ModdingToolset/mss32/include/batunitanim.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef BATUNITANIM_H #define BATUNITANIM_H #include "battlemsgdata.h" #include "batviewerutils.h" #include "d2list.h" #include "d2string.h" #include "midgardid.h" #include "mqanimation.h" #include "mqrect.h" #include "racecategory.h" #include "smartptr.h" #include <cstddef> namespace game { struct CMqPresentationManager; struct IMidgardObjectMap; struct CBatViewer2DEngine; struct CBatImagesLoader; struct CBatUnitAnimData { SmartPtr<CMqPresentationManager> presentationMgr; IMidgardObjectMap* objectMap; CMidgardID unitId; CMidgardID baseUnitImplId; LRaceCategory raceCategory; bool retreated; /**< Set according to BattleStatus::Retreated. */ bool retreating; /**< Set according to BattleStatus::Retreat. */ bool hidden; /**< Set according to BattleStatus::Hidden. */ bool dead; /**< Set according to BattleStatus::Dead. */ char unknown; bool bigUnit; bool disabled; /**< Set according to BattleStatus::Paralyze or BattleStatus::Petrify. */ bool unknown2; CMidgardID unknownId; int unknown3; BattleMsgData battleMsgData; bool attacker; bool unknown11; char padding[2]; int unitPosition; CBatViewer2DEngine* batViewer2dEngine; CBatImagesLoader* imagesLoader; CBatViewerUtils::CAnimCounter* animCounter; CMqRect smallUnitImageArea; CMqRect bigUnitImageArea1; CMqRect bigUnitImageArea2; SmartPointer ptr1; SmartPointer ptr2; SmartPointer ptr3; char unknown4[12]; void* unknown5; void* unknown6; void* unknown7; bool battleAnimations; bool battleSpeedInstant; char padding2[2]; String string1; List<void*>* list; /**< Points to CBattleViewerInterfData2::list4. */ String string2; char unknown10[12]; }; assert_size(CBatUnitAnimData, 4136); assert_offset(CBatUnitAnimData, objectMap, 8); assert_offset(CBatUnitAnimData, bigUnit, 37); assert_offset(CBatUnitAnimData, unknownId, 40); assert_offset(CBatUnitAnimData, battleMsgData, 48); assert_offset(CBatUnitAnimData, smallUnitImageArea, 3988); assert_offset(CBatUnitAnimData, ptr1, 4036); assert_offset(CBatUnitAnimData, unknown5, 4072); assert_offset(CBatUnitAnimData, string1, 4088); assert_offset(CBatUnitAnimData, string2, 4108); struct CBatUnitAnim : public IMqAnimation { CBatUnitAnimData* data; }; assert_size(CBatUnitAnim, 8); namespace BatUnitAnimApi { struct Api { using Update = void(__thiscall*)(CBatUnitAnim* thisptr, const BattleMsgData* battleMsgData, bool a3); Update update; }; Api& get(); } // namespace BatUnitAnimApi } // namespace game #endif // BATUNITANIM_H
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VladimirMakeev/D2ModdingToolset
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1,542,526
image2outline.h
VladimirMakeev_D2ModdingToolset/mss32/include/image2outline.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef IMAGE2OUTLINE_H #define IMAGE2OUTLINE_H #include "d2color.h" #include "mqimage2surface16.h" namespace game { /** Renders thin rectangle outline. */ struct CImage2Outline : public CMqImage2Surface16 { Color color; CMqPoint size2; }; assert_size(CImage2Outline, 56); namespace CImage2OutlineApi { struct Api { using Constructor = CImage2Outline*(__thiscall*)(CImage2Outline* thisptr, const CMqPoint* size, const Color* color, std::uint32_t opacity); Constructor constructor; }; Api& get(); } // namespace CImage2OutlineApi } // namespace game #endif // IMAGE2OUTLINE_H
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1,542,527
midgardmapblock.h
VladimirMakeev_D2ModdingToolset/mss32/include/midgardmapblock.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDGARDMAPBLOCK_H #define MIDGARDMAPBLOCK_H #include "categoryids.h" #include "midgardid.h" #include "midscenarioobject.h" #include "mqpoint.h" #include "terraincountmap.h" #include <cstdint> namespace game { struct IMidgardObjectMap; struct IMidgardStreamEnv; struct LGroundCategory; struct LTerrainCategory; /* Tile contents: +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | forest index 2 | forest index | | tile variation | ground |terrain | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 */ /** Represents block of tiles in scenario file and game. */ struct CMidgardMapBlock : public IMidScenarioObject { std::uint32_t tiles[32]; /**< 8 tiles along the X axis by 4 tiles along the Y axis. */ CMqPoint position; }; assert_size(CMidgardMapBlock, 144); static constexpr inline TerrainId tileTerrain(std::uint32_t tile) { return static_cast<TerrainId>(tile & 7); } static constexpr inline GroundId tileGround(std::uint32_t tile) { return static_cast<GroundId>((tile >> 3) & 7); } static constexpr inline std::uint8_t tileForestIndex2(std::uint32_t tile) { return tile >> 26; } namespace CMidgardMapBlockApi { struct Api { /** Allocates memory for map block object and calls constructor. */ using Allocate = CMidgardMapBlock*(__stdcall*)(const CMidgardID* blockId); Allocate allocate; using Constructor = CMidgardMapBlock*(__thiscall*)(CMidgardMapBlock* thisptr, const CMidgardID* blockId); Constructor constructor; /** Counts number of tiles with plain ground and their terrain coverage for each race. */ using CountTerrainCoverage = bool(__thiscall*)(const CMidgardMapBlock* thisptr, TerrainCountMap* terrainCoverage, int* plainTiles); CountTerrainCoverage countTerrainCoverage; /** Sets terrain for tile at specified map position. */ using SetTerrain = bool(__thiscall*)(CMidgardMapBlock* thisptr, const LTerrainCategory* terrain, const CMqPoint* position); SetTerrain setTerrain; /** Returns terrain for tile at specified position. */ using GetTerrain = bool(__thiscall*)(const CMidgardMapBlock* thisptr, LTerrainCategory* terrain, const CMqPoint* position); GetTerrain getTerrain; /** Sets ground for tile at specified map position. */ using SetGround = bool(__thiscall*)(CMidgardMapBlock* thisptr, const LGroundCategory* ground, const CMqPoint* position); SetGround setGround; /** Returns ground for tile at specified position. */ using GetGround = bool(__thiscall*)(CMidgardMapBlock* thisptr, LGroundCategory* ground, const CMqPoint* position); GetGround getGround; }; Api& get(); IMidScenarioObjectVftable* vftable(); } // namespace CMidgardMapBlockApi } // namespace game #endif // MIDGARDMAPBLOCK_H
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1,542,528
middragdropinterfhooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/middragdropinterfhooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDDRAGDROPINTERFHOOKS_H #define MIDDRAGDROPINTERFHOOKS_H namespace game { struct CMidDragDropInterf; } // namespace game namespace hooks { void midDragDropInterfResetCurrentSource(game::CMidDragDropInterf* dragDropInterf); } // namespace hooks #endif // MIDDRAGDROPINTERFHOOKS_H
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usstackleader.h
VladimirMakeev_D2ModdingToolset/mss32/include/usstackleader.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef USSTACKLEADER_H #define USSTACKLEADER_H #include "d2assert.h" #include "usunitextension.h" namespace game { struct LGroundCategory; struct LLeaderAbility; struct GlobalData; struct IUsStackLeaderVftable; /** Stack leader interface. */ template <typename T = IUsStackLeaderVftable> struct IUsStackLeaderT : public IUsUnitExtensionT<T> { }; struct IUsStackLeader : public IUsStackLeaderT<> { }; struct IUsStackLeaderVftable : public IUsUnitExtensionVftable { using GetInt = int(__thiscall*)(const IUsStackLeader* thisptr); /** Returns maximum movement points stack leader can have. */ GetInt getMovement; /** Returns leader ability name (ABIL_TXT in Gunits.dbf). */ using GetAbilityName = const char*(__thiscall*)(const IUsStackLeader* thisptr); GetAbilityName getAbilityName; /** Returns true if leader has movement bonus on specified ground. */ using HasMovementBonus = bool(__thiscall*)(const IUsStackLeader* thisptr, const LGroundCategory* ground); HasMovementBonus hasMovementBonus; /** Returns scouting range. */ GetInt getScout; GetInt getLeadership; GetInt getNegotiate; /** Returns true if leader has specified ability. */ using HasAbility = bool(__thiscall*)(const IUsStackLeader* thisptr, const LLeaderAbility* ability); HasAbility hasAbility; using GetFastRetreat = bool(__thiscall*)(const IUsStackLeader* thisptr); GetFastRetreat getFastRetreat; GetInt getLowerCost; }; assert_vftable_size(IUsStackLeaderVftable, 10); namespace IUsStackLeaderApi { const IUsStackLeaderVftable* vftable(); } // namespace IUsStackLeaderApi } // namespace game #endif // USSTACKLEADER_H
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miditem.h
VladimirMakeev_D2ModdingToolset/mss32/include/miditem.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDITEM_H #define MIDITEM_H #include "midgardid.h" #include "midscenarioobject.h" namespace game { struct Bank; struct IMidgardObjectMap; /** Holds item related data in scenario file and game. */ struct CMidItem : public IMidScenarioObject { CMidgardID globalItemId; }; assert_size(CMidItem, 12); namespace CMidItemApi { struct Api { /** * Computes item selling price according to game rules. * Takes into account sell ratio from GVars.dbf and talisman charges count. */ using GetSellingPrice = Bank*(__stdcall*)(Bank* sellingPrice, const IMidgardObjectMap* objectMap, const CMidgardID* itemId); GetSellingPrice getSellingPrice; }; Api& get(); } // namespace CMidItemApi } // namespace game #endif // MIDITEM_H
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settings.h
VladimirMakeev_D2ModdingToolset/mss32/include/settings.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef SETTINGS_H #define SETTINGS_H #include <cstdint> #include <filesystem> #include <string> #include <array> namespace hooks { struct Color { std::uint8_t r{}; std::uint8_t g{}; std::uint8_t b{}; }; struct Settings { int unitMaxDamage; int unitMaxArmor; int stackScoutRangeMax; int shatteredArmorMax; int shatterDamageMax; int drainAttackHeal; int drainOverflowHeal; int carryOverItemsMax; std::uint8_t criticalHitDamage; std::uint8_t criticalHitChance; std::uint8_t mageLeaderAttackPowerReduction; std::uint8_t disableAllowedRoundMax; std::uint8_t shatterDamageUpgradeRatio; std::uint8_t splitDamageMultiplier; struct AiAttackPowerBonus { std::int8_t easy; std::int8_t average; std::int8_t hard; std::int8_t veryHard; bool absolute; } aiAttackPowerBonus; bool showBanners; bool showResources; bool showLandConverted; bool preserveCapitalBuildings; bool buildTempleForWarriorLord; bool allowShatterAttackToMiss; bool doppelgangerRespectsEnemyImmunity; bool doppelgangerRespectsAllyImmunity; bool leveledDoppelgangerAttack; bool leveledTransformSelfAttack; bool leveledTransformOtherAttack; bool leveledDrainLevelAttack; bool leveledSummonAttack; bool missChanceSingleRoll; bool unrestrictedBestowWards; bool freeTransformSelfAttack; bool freeTransformSelfAttackInfinite; bool fixEffectiveHpFormula; struct AdditionalLordIncome { int warrior = 0; int mage = 0; int guildmaster = 0; } additionalLordIncome; struct UnitEncyclopedia { bool detailedUnitDescription; bool detailedAttackDescription; bool displayDynamicUpgradeValues; bool displayBonusHp; bool displayBonusXp; bool displayInfiniteAttackIndicator; bool displayCriticalHitTextInAttackName; } unitEncyclopedia; struct Modifiers { bool cumulativeUnitRegeneration; bool notifyModifiersChanged; bool validateUnitsOnGroupChanged; } modifiers; struct AllowBattleItems { bool onTransformOther; bool onTransformSelf; bool onDrainLevel; bool onDoppelganger; } allowBattleItems; struct MovementCost { struct Water { int dflt; int deadLeader; int withBonus; int waterOnly; } water; struct Forest { int dflt; int deadLeader; int withBonus; } forest; struct Plain { int dflt; int deadLeader; int onRoad; } plain; Color textColor{}; Color outlineColor{}; bool show{}; } movementCost; struct Lobby { struct Server { std::string ip{"127.0.0.1"}; std::uint16_t port{61111}; } server; struct Client { std::uint16_t port{1}; } client; } lobby; // Do not expose these settings in public 'settings.lua' template so poor souls won't suffer // from their own ignorance struct Debug { std::uint32_t sendObjectsChangesTreshold{0}; bool logSinglePlayerMessages{false}; } debug; struct Engine { // This is needed to split single CRefreshInfo into several instances when loading large // scenario, because it needs to fit to the network message buffer of 512 KB. std::uint32_t sendRefreshInfoObjectCountLimit{0}; } engine; struct Battle { bool allowRetreatedUnitsToUpgrade{false}; bool carryXpOverUpgrade{false}; bool allowMultiUpgrade{false}; } battle; bool debugMode; }; const Settings& baseSettings(); const Settings& defaultSettings(); const Settings& userSettings(); } // namespace hooks #endif // SETTINGS_H
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.h
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1,542,532
cmdbattleendmsg.h
VladimirMakeev_D2ModdingToolset/mss32/include/cmdbattleendmsg.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef CMDBATTLEENDMSG_H #define CMDBATTLEENDMSG_H #include "battlemsgdata.h" #include "commandmsg.h" namespace game { struct CCmdBattleEndMsg : public CCommandMsgTempl<CommandMsgId::BattleEnd, CommandMsgParam::Value2> { BattleMsgData battleMsgData; int unknown2; char padding[4]; }; assert_size(CCmdBattleEndMsg, 3944); assert_offset(CCmdBattleEndMsg, battleMsgData, 16); namespace CCmdBattleEndMsgApi { struct Api { using Destructor = void(__thiscall*)(CCmdBattleEndMsg* thisptr); Destructor destructor; }; Api& get(); CCommandMsgVftable* vftable(); } // namespace CCmdBattleEndMsgApi } // namespace game #endif // CMDBATTLEENDMSG_H
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.h
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1,542,533
chatinterf.h
VladimirMakeev_D2ModdingToolset/mss32/include/chatinterf.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef CHATINTERF_H #define CHATINTERF_H #include "imagepointlist.h" #include "lovechat.h" #include "midpopupinterf.h" #include "notifyplayerlist.h" #include "playerlistentry.h" #include "textmessage.h" namespace game { struct CChatInterfData { Vector<TextMessage> chatMessages; Vector<PlayerListEntry> playerListEntries; int unknown9; }; assert_size(CChatInterfData, 36); /** Represents DLG_CHAT from Interf.dlg. */ struct CChatInterf : public ILoveChat , public INotifyPlayerList , public CMidPopupInterf { CChatInterfData* chatData; }; assert_size(CChatInterf, 44); namespace CChatInterfApi { struct Api { using ListBoxDisplayHandler = void(__thiscall*)(CChatInterf* thisptr, ImagePointList* contents, const CMqRect* lineArea, int index, bool selected); ListBoxDisplayHandler listBoxDisplayHandler; }; Api& get(); } // namespace CChatInterfApi } // namespace game #endif // CHATINTERF_H
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.h
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1,542,534
condinterf.h
VladimirMakeev_D2ModdingToolset/mss32/include/condinterf.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef CONDINTERF_H #define CONDINTERF_H #include "popupinterf.h" #include "smartptr.h" namespace game { struct CMidEvCondition; struct CMidgardID; struct LEventCondCategory; struct IMidgardObjectMap; struct String; namespace editor { struct CCondInterfHandler; struct CCondInterfData { CCondInterfHandler* interfHandler; }; /** Base class for all event conditions popup windows. */ struct CCondInterf : public CPopupInterf { CCondInterfData* condData; }; assert_size(CCondInterf, 28); struct CCondInterfVftable : public CInterfaceVftable { using SetEventCondition = bool(__thiscall*)(CCondInterf* thisptr, CMidEvCondition* eventCondition); SetEventCondition setEventCondition; }; assert_vftable_size(CCondInterfVftable, 35); namespace CCondInterfApi { struct Api { using Constructor = CCondInterf*(__thiscall*)(CCondInterf* thisptr, const char* dialogName, ITask* task); Constructor constructor; /** Creates condtion interface from specified category. */ using CreateFromCategory = CCondInterf*(__stdcall*)(ITask* task, void* a2, const CMidgardID* eventId, const LEventCondCategory* category); CreateFromCategory createFromCategory; struct ButtonCallback { using Callback = void(__thiscall*)(CCondInterf* thisptr); Callback callback; int unknown; }; // This is a hack. There is no functor that operates on CCondInterf itself, only derived types. // Instead of implementing custom functor for our needs we use button functor // from CCondFrequencyInterf. Its safe because all functors for derived types // share the same implementation and callbacks signatures. // We could reuse functor of any other derived type. using CreateButtonFunctor = SmartPointer*(__stdcall*)(SmartPointer* functor, int a2, CCondInterf* condInterf, ButtonCallback* callback); CreateButtonFunctor createButtonFunctor; struct RadioButtonCallback { using Callback = void(__thiscall*)(CCondInterf* thisptr, int selectedButton); Callback callback; int unknown; }; // Same hack as with button. Here we reusing logic from CCondStackExistsInterf. using CreateRadioButtonFunctor = SmartPointer*(__stdcall*)(SmartPointer* functor, int a2, CCondInterf* condInterf, RadioButtonCallback* callback); CreateRadioButtonFunctor createRadioButtonFunctor; struct ListBoxDisplayCallback { using Callback = void(__thiscall*)(CCondInterf* thisptr, String* string, bool, int selectedIndex); Callback callback; int unknown; }; // Reuse logic from CCondVarInRangeInterf using CreateListBoxDisplayFunctor = SmartPointer*(__stdcall*)(SmartPointer* functor, int a2, CCondInterf* condInterf, ListBoxDisplayCallback* callback); CreateListBoxDisplayFunctor createListBoxDisplayFunctor; using GetObjectMap = IMidgardObjectMap*(__thiscall*)(void* thisptr); GetObjectMap getObjectMap; }; Api& get(); } // namespace CCondInterfApi } // namespace editor } // namespace game #endif // CONDINTERF_H
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.h
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1,542,535
mqnetplayerenum.h
VladimirMakeev_D2ModdingToolset/mss32/include/mqnetplayerenum.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MQNETPLAYERENUM_H #define MQNETPLAYERENUM_H #include "d2assert.h" namespace game { struct String; struct IMqNetPlayerEnumVftable; /** * Interface for thin wrappers that stores player info in session. * Used to show in UI. */ struct IMqNetPlayerEnum { IMqNetPlayerEnumVftable* vftable; }; struct IMqNetPlayerEnumVftable { using Destructor = void(__thiscall*)(IMqNetPlayerEnum* thisptr, char flags); Destructor destructor; /** Returns player name. */ using GetName = String*(__thiscall*)(const IMqNetPlayerEnum* thisptr, String* name); GetName getName; /** Returns player network id. */ using GetId = int(__thiscall*)(const IMqNetPlayerEnum* thisptr); GetId getId; }; assert_vftable_size(IMqNetPlayerEnumVftable, 3); } // namespace game #endif // MQNETPLAYERENUM_H
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1,542,536
soundsystemstream.h
VladimirMakeev_D2ModdingToolset/mss32/include/soundsystemstream.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef SOUNDSYSTEMSTREAM_H #define SOUNDSYSTEMSTREAM_H #include "d2list.h" #include "uievent.h" namespace game { struct CSoundSystemImpl; struct CSoundSystemStreamData { SmartPtr<CSoundSystemImpl> soundSystemImpl; unsigned int mqCbStreamMsgId; UiEvent streamEvent; SmartPointer ptr2; SmartPointer ptr3; bool musicOn; char padding[3]; int unknown3; int fxVolume; List<void*> list; }; assert_size(CSoundSystemStreamData, 80); struct CSoundSystemStream { CSoundSystemStreamData* data; }; assert_size(CSoundSystemStream, 4); } // namespace game #endif // SOUNDSYSTEMSTREAM_H
1,438
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.h
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false
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1,542,537
usunit.h
VladimirMakeev_D2ModdingToolset/mss32/include/usunit.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef USUNIT_H #define USUNIT_H #include "midobject.h" #include "usunitextension.h" namespace game { struct IUsUnitVftable; struct LUnitCategory; struct IUsUnit : public IMidObjectT<IUsUnitVftable> { }; struct IUsUnitVftable : public IMidObjectVftable { /** Most of the time it works like dynamic_cast calculating offset of extension interface. * However, if this is a unit modifier (CUmUnit, CUmAttack or CUmStack), an aggregate object can * be returned instead (the method functions like queryInterface), so dynamic_cast is no fit. */ using Cast = IUsUnitExtension*(__thiscall*)(const IUsUnit* thisptr, const char* rawTypeName); Cast cast; using GetCategory = const LUnitCategory*(__thiscall*)(const IUsUnit* thisptr); GetCategory getCategory; }; } // namespace game #endif // USUNIT_H
1,646
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.h
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VladimirMakeev/D2ModdingToolset
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1,542,538
middatacache.h
VladimirMakeev_D2ModdingToolset/mss32/include/middatacache.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDDATACACHE_H #define MIDDATACACHE_H #include "idlist.h" #include "midgardobjectmap.h" namespace game { struct CMidgardScenarioMap; struct IMidScenarioObject; struct CMidDataCache2 : public IMidgardObjectMap { struct INotifyVftable; struct INotify { INotifyVftable* vftable; }; struct INotifyVftable { using OnObjectChanged = void(__thiscall*)(INotify* thisptr, IMidScenarioObject* obj); OnObjectChanged onObjectChanged; }; assert_vftable_size(INotifyVftable, 1); CMidgardScenarioMap** scenarioMap; IdList list; char unknown; char padding[3]; int* unknown2; int unknown3; }; assert_size(CMidDataCache2, 36); } // namespace game #endif // MIDDATACACHE_H
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.h
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VladimirMakeev/D2ModdingToolset
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1,542,539
scenarioobjectstreams.h
VladimirMakeev_D2ModdingToolset/mss32/include/scenarioobjectstreams.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2024 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef SCENARIOOBJECTSTREAMS_H #define SCENARIOOBJECTSTREAMS_H #include "d2assert.h" #include "d2vector.h" namespace game { struct CStreamRegisterBase; /** Holds stream registers with their raw names for scenario objects streaming. */ struct ScenarioObjectStreams { Vector<CStreamRegisterBase*> knownStreams; /** Maps raw names of CStreamRegisterBase child classes to indices in knownStreams. */ void* rawNameIndicesMapping; }; assert_size(ScenarioObjectStreams, 20); namespace ScenarioObjectStreamsApi { struct Api { /** Adds specified streamRegister to ScenarioObjectStreams. */ using AddStreamRegister = bool(__stdcall*)(CStreamRegisterBase* streamRegister, const char* rawName); AddStreamRegister addStreamRegister; }; Api& get(); } // namespace ScenarioObjectStreamsApi } // namespace game #endif // SCENARIOOBJECTSTREAMS_H
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.h
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VladimirMakeev/D2ModdingToolset
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1,542,540
landmarkcat.h
VladimirMakeev_D2ModdingToolset/mss32/include/landmarkcat.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef LANDMARKCAT_H #define LANDMARKCAT_H #include "categories.h" namespace game { struct LLandmarkCategoryTable : public CEnumConstantTable<LandmarkId> { }; struct LLandmarkCategory : public Category<LandmarkId> { }; } // namespace game #endif // LANDMARKCAT_H
1,083
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1,542,541
tileindices.h
VladimirMakeev_D2ModdingToolset/mss32/include/tileindices.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef TILEINDICES_H #define TILEINDICES_H #include "d2assert.h" #include "tileprefixes.h" #include <cstdint> namespace game { struct LTerrainCategory; struct LGroundCategory; /** * Indices of CIsoEngineGroundData::terrainTiles elements and their relations with tile images. * Order of these indices determines drawing order for border tiles. * Water tiles are drawn first staying at the bottom while ground tiles are drawn above. * Snowy terrain of mountain clans always drawn last and stays on top of others. */ enum class TileArrayIndex : std::uint32_t { Black, /**< Black tiles drawn outside of map bounds. */ Water, Neutral, Heretic, Undead, Human, Elf, Dwarf, }; /** Stores indices of CIsoEngineGroundData::terrainTiles for fast access. */ struct TileIndices { TileArrayIndex water; TileArrayIndex neutral; TileArrayIndex human; TileArrayIndex heretic; TileArrayIndex dwarf; TileArrayIndex undead; TileArrayIndex black; TileArrayIndex elf; }; assert_size(TileIndices, 32); namespace TileIndicesApi { struct Api { using Constructor = TileIndices*(__thiscall*)(TileIndices* thisptr); Constructor constructor; using CreateBorderTiles = void(__stdcall*)(TileArrayIndex tileIndex, TilePrefix tilePrefix); CreateBorderTiles createBorderTiles; using CreateTerrainTiles = void(__stdcall*)(TileArrayIndex tileIndex, TilePrefix tilePrefix); CreateTerrainTiles createTerrainTiles; using GetTileDataIndex = int(__thiscall*)(const TileIndices* thisptr, const LGroundCategory* ground, const LTerrainCategory* terrain); GetTileDataIndex getTileDataIndex; }; Api& get(); } // namespace TileIndicesApi } // namespace game #endif // TILEINDICES_H
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1,542,542
factoryimage2.h
VladimirMakeev_D2ModdingToolset/mss32/include/factoryimage2.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef FACTORYIMAGE2_H #define FACTORYIMAGE2_H #include "mqimage2.h" #include "smartptr.h" namespace game { struct CMqPresentationManager; struct TextureHandle; struct ImgStore2LoaderWrapper; struct FactoryImage2Data { int imageId; bool flipped; char padding[3]; TextureHandle* textureHandlePtr; ImgStore2LoaderWrapper* imgStoreLoaderWrapper; }; assert_size(FactoryImage2Data, 16); struct FactoryImage2 : IMqImage2 { SmartPtr<CMqPresentationManager> presentationMgr; FactoryImage2Data data; int unknown5; }; assert_size(FactoryImage2, 32); } // namespace game #endif // FACTORYIMAGE2_H
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1,542,543
enclayoutspell.h
VladimirMakeev_D2ModdingToolset/mss32/include/enclayoutspell.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef ENCLAYOUTSPELL_H #define ENCLAYOUTSPELL_H namespace game { struct CEncLayoutSpell; struct IMidgardObjectMap; struct CInterface; struct CMidgardID; struct CEncParamBase; namespace CEncLayoutSpellApi { struct Api { using Constructor = CEncLayoutSpell*(__thiscall*)(CEncLayoutSpell* thisptr, IMidgardObjectMap* objectMap, CInterface* interf, void* a2, CMidgardID* spellId, CEncParamBase* encParam, const CMidgardID* playerId); Constructor constructor; }; Api& get(); } // namespace CEncLayoutSpellApi } // namespace game #endif // ENCLAYOUTSPELL_H
1,706
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,544
batattack.h
VladimirMakeev_D2ModdingToolset/mss32/include/batattack.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef BATATTACK_H #define BATATTACK_H #include "d2assert.h" #include "targetset.h" namespace game { struct IMidgardObjectMap; struct BattleMsgData; struct CMidgardID; struct LAttackClass; struct IBatAttackVftable; struct BattleAttackInfo; /** Base class for attacks in battle. */ struct IBatAttack { const IBatAttackVftable* vftable; }; struct CBatAttackBase : public IBatAttack { }; struct IBatAttackVftable { using Destructor = void(__thiscall*)(IBatAttack* thisptr, bool freeMemory); Destructor destructor; /** Returns true if unit with specified id can be attacked with this attack. */ using CanPerform = bool(__thiscall*)(IBatAttack* thisptr, const IMidgardObjectMap* objectMap, const BattleMsgData* battleMsgData, const CMidgardID* targetUnitId); CanPerform canPerform; /** Returns id of group the attack can target: allies or enemies. */ using GetTargetGroupId = CMidgardID*(__thiscall*)(const IBatAttack* thisptr, const CMidgardID* targetGroupId, const BattleMsgData* battleMsgData); GetTargetGroupId getTargetGroupId; /** Fills attack targets list with positions of units in groups. */ using FillTargetsList = void(__thiscall*)(IBatAttack* thisptr, const IMidgardObjectMap* objectMap, const BattleMsgData* battleMsgData, TargetSet* value); FillTargetsList fillTargetsList; FillTargetsList fillAltTargetsList; using Method5 = bool(__thiscall*)(IBatAttack* thisptr, IMidgardObjectMap* objectMap, BattleMsgData* battleMsgData, CMidgardID* unitId); Method5 method5; using CanMiss = bool(__thiscall*)(IBatAttack* thisptr, BattleMsgData* battleMsgData, CMidgardID* id); CanMiss canMiss; using Method7 = bool(__thiscall*)(IBatAttack* thisptr, int a2, int a3, int a4); Method7 method7; using IsImmune = bool(__thiscall*)(IBatAttack* thisptr, IMidgardObjectMap* objectMap, BattleMsgData* battleMsgData, CMidgardID* unitId); IsImmune isImmune; /** Attack action logic. */ using OnAttack = void(__thiscall*)(IBatAttack* thisptr, IMidgardObjectMap* objectMap, BattleMsgData* battleMsgData, CMidgardID* targetUnitId, BattleAttackInfo** attackInfo); /** Called when attack misses the target. */ OnAttack onMiss; using GetAttackClass = bool(__thiscall*)(const IBatAttack* thisptr, const CMidgardID* targetUnitId, const BattleMsgData* battleMsgData, LAttackClass* attackClass); GetAttackClass getAttackClass; GetAttackClass getUnderlyingAttackClass; /** Called when attack hits the target. */ OnAttack onHit; /** * Called to determine if the attack can target dead units. Every known attack returns false, * except CBatAttackUsePotion that returns true if the potion is Revive potion. */ using Method13 = bool(__thiscall*)(IBatAttack* thisptr, BattleMsgData* battleMsgData, IMidgardObjectMap* objectMap); Method13 method13; using UnknownMethod = bool(__thiscall*)(const IBatAttack* thisptr, const BattleMsgData* battleMsgData); /** * Called to determine if the attack can target dead units. Every known attack returns false, * except CBatAttackRevive. */ UnknownMethod method14; /** * Called to determine if the attack can target dead units. Every known attack returns false, * except CBatAttackHeal that always returns true. It has additional checks for dead targets, * which succeed if the secondary attack is Revive. */ UnknownMethod method15; /** * Called to determine if the attack can target dead units. Every known attack returns false, * except CBatAttackDoppelganger that returns true if the unit is not transformed yet. It has * additional check for dead targets (which seems to always fail though). */ UnknownMethod method16; /** * Called to determine if the attack can target dead and retreated units. Every known attack * returns false, except CBatAttackSummon (because it can summon in slots with dead or * retreated units). */ UnknownMethod method17; }; assert_vftable_size(IBatAttackVftable, 18); } // namespace game #endif // BATATTACK_H
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.h
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VladimirMakeev/D2ModdingToolset
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,545
globalvariables.h
VladimirMakeev_D2ModdingToolset/mss32/include/globalvariables.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef GLOBALVARIABLES_H #define GLOBALVARIABLES_H #include "currency.h" #include "d2string.h" #include <cstddef> namespace game { /** Holds global game settings read from GVars.dbf. */ struct GlobalVariables { /** 'MORALE_n' */ int morale[6]; /** Instructor skill bonus experience. 'WEAPN_MSTR' */ int weaponMaster; /** Max additional initiative points that randomly added to unit ini in battle. 'BAT_INIT' */ int additionalBattleIni; /** Max additional damage points that randomly added to unit damage in battle. 'BAT_DAMAGE' */ int additionalBattleDmg; /** 'BAT_ROUND' */ int batRound; /** Damage boost values. 'BATBOOSTDn' */ int battleBoostDamage[4]; /** Damage debuff values. 'BATLOWERDn' */ int battleLowerDamage[2]; /** Initiative debuff. 'BATLOWERI' */ int battleLowerIni; /** 'BAT_BREAK' */ int batBreak; /** 'BAT_BMODIF' */ int batBmodif; /** Max abilities leader can learn. 'LDRMAXABIL' */ int maxLeaderAbilities; /** Spy discovery change per turn. 'SPY_DISCOV' */ int spyDiscoveryChance; /** 'POISON_S' */ int poisonStackDamage; /** 'POISON_C' */ int poisonCityDamage; /** 'BRIBE' */ int bribeMultiplier; /** 'STEAL_RACE' */ int stealRace; /** 'STEAL_NEUT' */ int stealNeut; /** Minimal riot duration in days. 'RIOT_MIN' */ int riotDaysMin; /** Maximal riot duration in days. 'RIOT_MAX' */ int riotDaysMax; /** Percentage of riot damage. 'RIOT_DMG' */ int riotDamage; /** Percentage of the original price of the items at sale. 'SELL_RATIO' */ int sellRatio; /** Land transformation per turn by capital. 'T_CAPITAL' */ int landTransformCapital; /** Land transformation per turn by cities of different tiers. 'T_CITYn' */ int landTransformCity[5]; /** Land transformation after city capture. 'T_CAPTURE' */ int landTransformCapture; /** 'ROD_COST' */ Bank rodPlacementCost; /** Range of land transformation by rod per turn. 'ROD_RANGE' */ int rodRange; /** Profit per mana crystal or gold mine per turn. 'CRYSTAL_P' */ int crystalProfit; /** 'CONST_UPG' */ int constUpg; /** Change to get spells with capture of a capital. 'GAIN_SPELL' */ int gainSpellChance; /** Bonus per day regeneration for units in ruins. 'REGEN_RUIN' */ int regenRuin; /** Bonus per day regeneration for fighter leader. 'REGEN_LWAR' */ int fighterLeaderRegen; /** Diplomacy level representing peace. 'D_PEACE' */ std::uint32_t diplomacyPeace; /** Diplomacy level representing war. 'D_WAR' */ std::uint32_t diplomacyWar; /** Diplomacy level representing neutrality. 'D_NEUTRAL' */ std::uint32_t diplomacyNeutral; /** 'D_GOLD' */ int dGold; /** 'D_MK_ALLY' */ int dMkAlly; /** 'D_ATTACK_SC' */ int dAttackSc; /** 'D_ATTACK_FO' */ int dAttackFo; /** 'D_ATTACK_PC' */ int dAttackPc; /** 'D_ROD' */ int dRod; /** 'D_BK_ALLY' */ int dBkAlly; /** 'D_REF_ALLY' */ int dRefAlly; /** 'D_NOBLE' */ int dNoble; /** 'D_BKA_CHANCE' */ int dBkaChance; /** 'D_BKA_TURN' */ int dBkaTurn; /** City protection values. 'PROT_n' */ int cityProtection[5]; /** Capital protection. 'PROT_CAP' */ int capitalProtection; /** Additional gold on easy difficulty. 'BONUS_E' */ int bonusGoldEasy; /** Additional gold on average difficulty. 'BONUS_A' */ int bonusGoldAverage; /** Additional gold on hard difficulty. 'BONUS_H' */ int bonusGoldHard; /** Additional gold on very hard difficulty. 'BONUS_V' */ int bonusGoldVeryHard; /** 'PA_RANGE' */ int paRange; /** 'LO_RANGE' */ int loRange; /** 'GU_RANGE' */ int guRange; /** Armor bonus when unit uses defend in battle. 'DFENDBONUS' */ int defendBonus; /** 'TALIS_CHRG' */ int talismanCharges; /** Income increase on easy difficulty. 'INCOME_E' */ int incomeEasy; /** Income increase on average difficulty. 'INCOME_A' */ int incomeAverage; /** Income increase on hard difficulty. 'INCOME_H' */ int incomeHard; /** Income increase on very hard difficulty. 'INCOME_V' */ int incomeVeryHard; /** 'SPLPWR_n' */ int spellPower[5]; /** Tutorial scenario file name. 'TUTORIAL' */ String tutorialName; }; assert_size(GlobalVariables, 352); assert_offset(GlobalVariables, rodPlacementCost, 148); assert_offset(GlobalVariables, talismanCharges, 296); } // namespace game #endif // GLOBALVARIABLES_H
5,409
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.h
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VladimirMakeev/D2ModdingToolset
32
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
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1,542,546
midunitdescriptorhooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/midunitdescriptorhooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDUNITDESCRIPTORHOOKS_H #define MIDUNITDESCRIPTORHOOKS_H namespace game { struct CMidUnitDescriptor; struct IAttack; } // namespace game namespace hooks { game::IAttack* __fastcall midUnitDescriptorGetAttackHooked(const game::CMidUnitDescriptor* thisptr, int /*%edx*/); int __fastcall midUnitDescriptorGetAttackInitiativeHooked(const game::CMidUnitDescriptor* thisptr, int /*%edx*/); bool __fastcall midUnitDescriptorIsUnitLeaderHooked(const game::CMidUnitDescriptor* thisptr, int /*%edx*/); } // namespace hooks #endif // MIDUNITDESCRIPTORHOOKS_H
1,547
C++
.h
33
40
99
0.699203
VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
false
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1,542,547
itemorb.h
VladimirMakeev_D2ModdingToolset/mss32/include/itemorb.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef ITEMORB_H #define ITEMORB_H #include "itembattle.h" namespace game { struct CItemOrb : public CItemBattle { }; assert_size(CItemOrb, 24); } // namespace game #endif // ITEMORB_H
1,005
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.h
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VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
false
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false
false
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1,542,548
aistackgeneric.h
VladimirMakeev_D2ModdingToolset/mss32/include/aistackgeneric.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef AISTACKGENERIC_H #define AISTACKGENERIC_H #include "aistack.h" #include "d2assert.h" namespace game { struct IMidgardObjectMap; struct IAiActionFilter; struct CAiStackGeneric : IAiStack { IMidgardObjectMap* objectMap; CMidgardID stackId; CMidStack* stack; bool waterOnly; bool inCityUnderRiot; char padding[2]; CAiAttitudes* attitudes; bool unknown24; char padding2[3]; IAiActionFilter* actionFilter; }; assert_size(CAiStackGeneric, 32); assert_offset(CAiStackGeneric, unknown24, 24); } // namespace game #endif // AISTACKGENERIC_H
1,401
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.h
42
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72
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VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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false
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1,542,549
sitemerchantinterfhooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/sitemerchantinterfhooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef SITEMERCHANTINTERFHOOKS_H #define SITEMERCHANTINTERFHOOKS_H namespace game { struct CSiteMerchantInterf; struct IMidScenarioObject; } // namespace game namespace hooks { void __fastcall siteMerchantInterfOnObjectChangedHooked(game::CSiteMerchantInterf* thisptr, int /*%edx*/, game::IMidScenarioObject* obj); } // namespace hooks #endif // SITEMERCHANTINTERFHOOKS_H
1,304
C++
.h
30
37.966667
91
0.716877
VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
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1,542,550
roompasswordinterf.h
VladimirMakeev_D2ModdingToolset/mss32/include/roompasswordinterf.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef ROOMPASSWORDINTERF_H #define ROOMPASSWORDINTERF_H namespace hooks { struct CMenuCustomLobby; using RoomPasswordHandler = void (*)(CMenuCustomLobby* menu); void showRoomPasswordDialog(CMenuCustomLobby* menuLobby, RoomPasswordHandler onSuccess, RoomPasswordHandler onCancel); } // namespace hooks #endif // ROOMPASSWORDINTERF_H
1,209
C++
.h
28
39.321429
72
0.751278
VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,551
batattackgroupupgrade.h
VladimirMakeev_D2ModdingToolset/mss32/include/batattackgroupupgrade.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef BATATTACKGROUPUPGRADE_H #define BATATTACKGROUPUPGRADE_H namespace game { struct CMidgardID; struct IMidgardObjectMap; struct BattleMsgData; struct BattleAttackInfo; namespace CBatAttackGroupUpgradeApi { struct Api { using UpgradeGroup = void(__stdcall*)(game::IMidgardObjectMap* objectMap, game::BattleMsgData* battleMsgData, const game::CMidgardID* groupId, game::BattleAttackInfo** attackInfo, bool playableRaceAi); UpgradeGroup upgradeGroup; }; Api& get(); } // namespace CBatAttackGroupUpgradeApi } // namespace game #endif // BATATTACKGROUPUPGRADE_H
1,561
C++
.h
39
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VladimirMakeev/D2ModdingToolset
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false
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1,542,552
ffimg.h
VladimirMakeev_D2ModdingToolset/mss32/include/ffimg.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef FFIMG_H #define FFIMG_H #include "imgstore2.h" #include "smartptr.h" namespace game { struct MQDBDataWrapper; struct FFImg : public CImgStore2::Image { MQDBDataWrapper* mqdb; std::uint32_t mqdbRecordId; SmartPointer ptr; }; assert_size(FFImg, 20); } // namespace game #endif // FFIMG_H
1,126
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,553
d2list.h
VladimirMakeev_D2ModdingToolset/mss32/include/d2list.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef D2LIST_H #define D2LIST_H #include "d2assert.h" #include <cstdint> namespace game { /** Implementation of std::list<T>::node used in game. */ template <typename T> struct ListNode { ListNode<T>* next; ListNode<T>* prev; T data; }; assert_size(ListNode<int>, 12); /** Implementation of std::list<T>::const_iterator used in game. * Inline methods exactly correspond to in-game implementation. * T* ptr appear to always be nullptr, but no guarantees. * Bet that this implementation might be shared with vector::iterator. */ template <typename T> struct ConstListIterator { char unknown; char padding[3]; ListNode<T>* node; T* ptr; bool operator==(const ConstListIterator<T>& value) const { return ptr ? ptr == value.ptr : node == value.node; } bool operator!=(const ConstListIterator<T>& value) const { return !(*this == value); } const T& operator*() const { return ptr ? *ptr : node->data; } const T* operator->() const { return ptr ? ptr : &node->data; } ConstListIterator<T>& operator++() { if (ptr) ptr++; else node = node->next; return *this; } ConstListIterator<T> operator++(int) { auto result = *this; ++*this; return result; } }; assert_size(ConstListIterator<int>, 12); /** Implementation of std::list<T>::iterator used in game. * Inline methods exactly correspond to in-game implementation. */ template <typename T> struct ListIterator : public ConstListIterator<T> { using Base = ConstListIterator<T>; T& operator*() const { return ptr ? *ptr : node->data; } T* operator->() const { return ptr ? ptr : &node->data; } ListIterator<T>& operator++() { Base::operator++(); return *this; } ListIterator<T> operator++(int) { auto result = *this; Base::operator++(); return result; } }; assert_size(ListIterator<int>, 12); /** Implementation of std::list<T> used in game. * Inline methods exactly correspond to in-game implementation. */ template <typename T> struct List { std::uint32_t length; ListNode<T>* head; int unknown; void* allocator; ListIterator<T> begin() { return {0, {}, head->next, nullptr}; } ConstListIterator<T> begin() const { return {0, {}, head->next, nullptr}; } ListIterator<T> end() { return {0, {}, head, nullptr}; } ConstListIterator<T> end() const { return {0, {}, head, nullptr}; } }; assert_size(List<int>, 16); } // namespace game #endif // D2LIST_H
3,545
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,554
effectresulthooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/effectresulthooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef EFFECTRESULTHOOKS_H #define EFFECTRESULTHOOKS_H namespace game { struct IEffectResult; struct CMidEvEffect; } // namespace game namespace hooks { game::IEffectResult* __stdcall createEffectResultHooked(const game::CMidEvEffect* eventEffect); } #endif // EFFECTRESULTHOOKS_H
1,100
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VladimirMakeev/D2ModdingToolset
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1,542,555
musicfader.h
VladimirMakeev_D2ModdingToolset/mss32/include/musicfader.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MUSICFADER_H #define MUSICFADER_H #include "smartptr.h" #include "uievent.h" #include <cstddef> namespace game { struct CMusicFaderData { SmartPointer unknownPtr; UiEvent uiEvent; char unknown[12]; SmartPointer functor; char unknown2[24]; }; assert_size(CMusicFaderData, 76); assert_offset(CMusicFaderData, uiEvent, 8); assert_offset(CMusicFaderData, functor, 44); struct CMusicFader { const void* vftable; CMusicFaderData* data; }; assert_size(CMusicFader, 8); namespace CMusicFaderApi { struct Api { /** Gets singleton object. */ using Get = CMusicFader*(__stdcall*)(); Get get; /** Checks that uiEvent::eventId is not null. */ using HasEventId = bool(__thiscall*)(CMusicFader* thisptr); HasEventId hasEventId; using Callback = bool(__thiscall*)(CMusicFader* thisptr); Callback callback; }; Api& get(); } // namespace CMusicFaderApi } // namespace game #endif // MUSICFADER_H
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false
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1,542,556
netmsgcallbacks.h
VladimirMakeev_D2ModdingToolset/mss32/include/netmsgcallbacks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef NETMSGCALLBACKS_H #define NETMSGCALLBACKS_H #include "d2list.h" #include "d2set.h" #include "smartptr.h" namespace game { struct CNetMsgMapEntry; struct NetMsgCallbacks; struct CMenuPhase; struct NetMsgEntryNode { char name[37]; /**< Raw name of CNetMsg derived class. */ char padding[3]; SmartPtr<CNetMsgMapEntry> ptr; }; using NetMsgEntrySet = Set<NetMsgEntryNode>; struct NetMsgEntryData { NetMsgCallbacks** callbacks; NetMsgEntrySet entries; }; using NetMsgEntryDataList = List<NetMsgEntryData**>; struct NetMsgCallbacks { NetMsgEntryDataList list; bool unknown; char padding[3]; void* node; void* node2; }; assert_size(NetMsgCallbacks, 28); namespace NetMsgApi { struct Api { using AllocateEntryData = bool(__thiscall*)(CMenuPhase* thisptr, NetMsgEntryData*** data); AllocateEntryData allocateEntryData; using FreeEntryData = void(__stdcall*)(NetMsgEntryData** data); FreeEntryData freeEntryData; using AddEntry = void(__thiscall*)(NetMsgEntryData** thisptr, CNetMsgMapEntry* entry); AddEntry addEntry; }; Api& get(); } // namespace NetMsgApi } // namespace game #endif // NETMSGCALLBACKS_H
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,557
netmsgutils.h
VladimirMakeev_D2ModdingToolset/mss32/include/netmsgutils.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef NETMSGUTILS_H #define NETMSGUTILS_H #include "netmsg.h" namespace game { struct BattleMsgData; } // namespace game namespace hooks { void serializeMsgWithBattleMsgData(game::CNetMsg* msg, game::BattleMsgData* battleMsgData, game::CNetMsgVftable::Serialize method, game::CMqStream* stream); } // namespace hooks #endif // NETMSGUTILS_H
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.h
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false
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1,542,558
modifgrouphooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/modifgrouphooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MODIFGROUPHOOKS_H #define MODIFGROUPHOOKS_H namespace game { struct LModifGroupTable; } // namespace game namespace hooks { game::LModifGroupTable* __fastcall modifGroupTableCtorHooked(game::LModifGroupTable* thisptr, int /*%edx*/, const char* globalsFolderPath, void* codeBaseEnvProxy); } // namespace hooks #endif // MODIFGROUPHOOKS_H
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.h
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1,542,559
ddunitgroup.h
VladimirMakeev_D2ModdingToolset/mss32/include/ddunitgroup.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef DDUNITGROUP_H #define DDUNITGROUP_H #include "idvector.h" #include "middropmanager.h" #include "middropsource.h" #include "middroptarget.h" #include "midunitext.h" namespace game { struct CMidUnitGroupAdapter; struct CGroupAreaManagement; struct IMidgardObjectMap; struct CDDUnitGroupData { int unknown; int unknown2; int unknown3; CMidgardID groupId; CMidUnitGroupAdapter* unitGroupAdapter; CMidgardID id2; IMidgardObjectMap* objectMap; IMidDropManager* dropManager; int unknown7; int unknown8; int unknown9; int unknown10; IdVector idArray; SmartPtr<CursorHandle> defaultCursorHandle; SmartPtr<CursorHandle> noDragDropCursorHandle; SmartPointer ptr; IMqImage2* dragDropValidSmall; IMqImage2* dragDropValidLarge; IMqImage2* dragDropInvalidSmall; IMqImage2* dragDropInvalidLarge; int array[6]; char unknown16[12]; SmartPtr<IMqImage2> spellBoostIconPtr; SmartPtr<IMqImage2> spellLowerIconPtr; SmartPtr<IMqImage2> potionBoostIconPtr; SmartPtr<IMqImage2> upgrageIconPtr; SmartPtr<IMqImage2> highLevelIcons[3]; CGroupAreaManagement* areaManagement; }; assert_size(CDDUnitGroupData, 200); /** Implements drag and drop logic for unit group. */ struct CDDUnitGroup : public IMidDropSource , public IMidDropTarget , public IMidUnitExt { CDDUnitGroupData* unitGroupData; }; assert_size(CDDUnitGroup, 16); } // namespace game #endif // DDUNITGROUP_H
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.h
72
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VladimirMakeev/D2ModdingToolset
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1,542,560
eventeffectcat.h
VladimirMakeev_D2ModdingToolset/mss32/include/eventeffectcat.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef EVENTEFFECTCAT_H #define EVENTEFFECTCAT_H #include "categories.h" namespace game { struct LEventEffectCategoryTable : public CEnumConstantTable<EventEffectId> { }; struct LEventEffectCategory : public Category<EventEffectId> { }; namespace EventEffectCategories { struct Categories { LEventEffectCategory* win; LEventEffectCategory* createStack; LEventEffectCategory* castSpell; LEventEffectCategory* castSpellMap; LEventEffectCategory* changeOwner; LEventEffectCategory* changeOrder; LEventEffectCategory* moveBeside; LEventEffectCategory* battle; LEventEffectCategory* enableEvent; LEventEffectCategory* giveSpell; LEventEffectCategory* giveItem; LEventEffectCategory* moveStack; LEventEffectCategory* ally; LEventEffectCategory* diplomacy; LEventEffectCategory* unfog; LEventEffectCategory* removeMountain; LEventEffectCategory* removeLmark; LEventEffectCategory* changeObjective; LEventEffectCategory* popup; LEventEffectCategory* destroyItem; LEventEffectCategory* removeStack; LEventEffectCategory* changeLandmark; LEventEffectCategory* changeTerrain; LEventEffectCategory* modifyVariable; }; Categories& get(); /** Returns address of LEventEffectCategory::vftable used in game. */ const void* vftable(); } // namespace EventEffectCategories namespace LEventEffectCategoryTableApi { using Api = CategoryTableApi::Api<LEventEffectCategoryTable, LEventEffectCategory>; Api& get(); /** Returns address of LEventEffectCategoryTable::vftable used in game. */ const void* vftable(); } // namespace LEventEffectCategoryTableApi } // namespace game #endif // EVENTEFFECTCAT_H
2,507
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.h
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VladimirMakeev/D2ModdingToolset
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1,542,561
mqdbpackedimage.h
VladimirMakeev_D2ModdingToolset/mss32/include/mqdbpackedimage.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MQDBPACKEDIMAGE_H #define MQDBPACKEDIMAGE_H #include "d2string.h" #include "d2vector.h" #include "mqpoint.h" #include <Windows.h> #include <cstdint> namespace game { /** * Describes part of a packed image. * Packed images contain shuffled rectangular areas (parts). * Each part is described by MQDBImagePart structure that can be found inside '-IMAGES.OPT'. * Areas described as top-left corner and size. */ struct MQDBImagePart { std::uint32_t sourceX; /**< X coordinate of shuffled image part */ std::uint32_t sourceY; /**< Y coordinate of shuffled image part */ std::uint32_t targetX; /**< X coordinate of part in final image */ std::uint32_t targetY; /**< Y coordinate of part in final image */ std::uint32_t width; /**< Width of image part */ std::uint32_t height; /**< Height of image part */ }; assert_size(MQDBImagePart, 24); struct MQDBImageFrame { String name; std::uint32_t width; std::uint32_t height; Vector<MQDBImagePart> parts; }; assert_size(MQDBImageFrame, 40); /** * Describes packed image or animation. * Simple packed image will contain a single frame that describes its contents, * whereas animation would contain multiple frames. * All animation frames must have the same width and height to be read correctly by the game. */ struct MQDBPackedImage { ::tagPALETTEENTRY palette[256]; CMqPoint size; std::uint8_t transparentColor; char padding; std::uint16_t opacity; Vector<MQDBImageFrame> frames; bool flipped; char padding2[3]; }; assert_size(MQDBPackedImage, 1056); } // namespace game #endif // MQDBPACKEDIMAGE_H
2,454
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,562
isoengineground.h
VladimirMakeev_D2ModdingToolset/mss32/include/isoengineground.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef ISOENGINEGROUND_H #define ISOENGINEGROUND_H #include "d2map.h" #include "d2vector.h" #include "mqpoint.h" #include "mqtexture.h" #include "smartptr.h" #include "texturehandle.h" #include "tileindices.h" #include <cstddef> #include <cstdint> namespace game { struct CIsoEngineGroundVftable; struct IMqRenderer2; struct CMqRect; struct IMqImage2; struct CIsoStillBackground; struct CMidIsoGroundIndexer; struct CMqPresentationManager; struct IsoGroundTextureData; struct CBorderTile; struct CTerrainTile; using BorderTilePtr = SmartPtr<CBorderTile>; using TerrainTilePtr = SmartPtr<CTerrainTile>; /** Tile image size in pixels. */ constexpr int tileWidth{64}; constexpr int tileHeight{32}; constexpr int tileHalfWidth{tileWidth / 2}; constexpr int tileHalfHeight{tileHeight / 2}; /** Number of pixels in tile image. */ constexpr int tilePixelCount{tileWidth * tileHeight}; struct GroundTilesData { /** Tracks how many tile images we have for each tile type. */ Map<TilePrefix, std::uint32_t> tileTypes; /** * Tracks how many tile border images we have for each tile type. * Counts border images count for each of 32 (assumed) borders. */ Map<TilePrefix, std::uint32_t[32]> tileBorders; }; assert_size(GroundTilesData, 56); struct GroundTiles { GroundTilesData* data; }; assert_size(GroundTiles, 4); /** Describes pair of tile border images for specific tile type. */ struct TileBorders { TileArrayIndex tileArrayIndex; /**< Tile type of these borders. */ std::uint32_t mainIndex; /**< Main border image index in GrBorder.ff [1 - 15]. */ int mainVariation; /**< Random value in range [0 : 2]. */ std::uint32_t additionalIndex; /**< Additional border image index in GrBorder.ff [17 - 31]. */ int additionalVariation; /**< Random value in range [0 : 2]. */ }; assert_size(TileBorders, 20); /** Holds data about all borders of a single tile. */ struct TileBordersInfo { TileArrayIndex tileArrayIndex; /**< Tile type. Index for CIsoEngineGroundData::terrainTiles. */ TileBorders borders[10]; /**< Borders of adjacent tiles that have different terrains. */ int bordersTotal; /**< Number of valid borders entries. */ TileBorders waterBorders; /**< Describes water borders. */ bool hasWaterBorders; /**< Indicates that water borders are present. */ bool hidden; /**< Tile is patrially or fully hidden by fog of war. */ char padding[2]; }; assert_size(TileBordersInfo, 232); struct IsoEngineGroundArrayElement { SmartPtr<Vector<TerrainTilePtr>> tileVariants; bool water; /**< True if tile variants are belongs to water. */ char padding[3]; }; assert_size(IsoEngineGroundArrayElement, 12); using IsoEngineGroundArray = Vector<IsoEngineGroundArrayElement>; struct CIsoEngineGroundData { CMqPoint isoViewSize; /**< Size of isometric map view in pixels. */ IMqImage2* waterBackground; CIsoStillBackground* isoStillBackground; bool animatedIso; char padding[3]; std::uint32_t mapSize; /**< Scenario map size in tiles. */ /** * Borders information for each map tile. * Resized to mapSize * mapSize in CIsoEngineGround c-tor. */ Vector<TileBordersInfo> tileBorders; TileBordersInfo outOfMapBorders; /**< Borders for tiles outside of map bounds. */ bool dirty; char padding2[3]; IsoEngineGroundArray terrainTiles; /**< Terrain tiles images in multiple variants. */ /** * Border tile images in multiple variants. * Each vector contains less than 3 border tiles. * Array index computed as: borderIndex + 32 * TileArrayIndex. * Border index is in range [0 : 31]. */ Vector<BorderTilePtr> borderTiles[320]; CMidIsoGroundIndexer* isoGroundIndexer; /**< Used for tile images variants selection. */ SmartPtr<CMqPresentationManager> presentationMgr; Vector<IsoGroundTextureData> groundTextures; /** Number of textures along X axis (width) needed to fully cover ground area on screen. */ std::uint32_t numTexturesAlongX; /** Number of textures along Y axis (height) needed to fully cover ground area on screen. */ std::uint32_t numTexturesAlongY; }; assert_size(CIsoEngineGroundData, 5448); assert_offset(CIsoEngineGroundData, tileBorders, 24); assert_offset(CIsoEngineGroundData, isoGroundIndexer, 5412); assert_offset(CIsoEngineGroundData, groundTextures, 5424); /** Isometric engine responsible for ground rendering. */ struct CIsoEngineGround { struct CGroundTexture; CIsoEngineGroundVftable* vftable; CIsoEngineGroundData* data; }; assert_size(CIsoEngineGround, 8); struct CIsoEngineGround::CGroundTexture : public IMqTexture { CIsoEngineGround* isoEngineGround; CMqPoint textureOffset; bool dirty; /**< Indicates that texture has changes and should be redrawn. */ char unknown5; bool hasWaterTiles; /**< Indicates that texture contains water tiles inside it. */ bool hidden; /**< Indicates that texture is fully hidden and should not be drawn. */ }; assert_size(CIsoEngineGround::CGroundTexture, 20); struct IsoGroundTextureData { TextureHandle textureHandle; CIsoEngineGround::CGroundTexture* texture; CMqPoint textureOffset; }; assert_size(IsoGroundTextureData, 28); struct CIsoEngineGroundVftable { using Destructor = void(__thiscall*)(CIsoEngineGround* thisptr, char flags); Destructor destructor; using Render = void(__thiscall*)(CIsoEngineGround* thisptr, IMqRenderer2* renderer, const CMqPoint* position, const CMqRect* area); Render render; }; assert_vftable_size(CIsoEngineGroundVftable, 2); /** Holds information about tile borders rendering. */ struct TileBordersDrawInfo { TileBordersInfo* tileInfo; /**< Tile borders to draw. */ CMqPoint srcPos; /**< Source position for CTerrainTile::Draw. */ CMqPoint dstPos; /**< Destination position for CTerrainTile::Draw. */ CMqPoint pos3; bool hidden; /**< Tile hidden in fog of war. */ char padding[3]; }; assert_size(TileBordersDrawInfo, 32); namespace CGroundTextureApi { IMqTextureVftable* vftable(); CIsoEngineGroundVftable* isoEngineVftable(); /** Temporary buffer for blend or alpha mask. */ void* borderMaskBuffer(); } // namespace CGroundTextureApi } // namespace game #endif // ISOENGINEGROUND_H
7,317
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1,542,563
draganddropinterf.h
VladimirMakeev_D2ModdingToolset/mss32/include/draganddropinterf.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef DRAGANDDROPINTERF_H #define DRAGANDDROPINTERF_H #include "d2list.h" #include "fullscreeninterf.h" #include "middropmanager.h" #include "mqpoint.h" #include "smartptr.h" namespace game { struct IMidDropSource; struct IMidDropTarget; struct CDialogInterf; struct CInterfManagerImpl; struct ITask; struct CDragAndDropInterfData { bool unknown; char padding[3]; IMidDropSource* currentSource; char unknown8[4]; SmartPtr<CInterfManagerImpl> interfManager; List<IMidDropSource*> dropSources; List<IMidDropTarget*> dropTargets; CMqPoint mousePosition; CDialogInterf* dialogInterf; ITask* task; char unknown68[4]; }; assert_size(CDragAndDropInterfData, 72); struct CDragAndDropInterf : public CFullScreenInterf { IMidDropManager dropManager; CDragAndDropInterfData* dragAndDropInterfData; }; namespace CDragAndDropInterfApi { struct Api { using GetDialog = CDialogInterf*(__thiscall*)(CDragAndDropInterf* thisptr); GetDialog getDialog; }; Api& get(); } // namespace CDragAndDropInterfApi } // namespace game #endif // DRAGANDDROPINTERF_H
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1,542,564
mapgraphics.h
VladimirMakeev_D2ModdingToolset/mss32/include/mapgraphics.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MAPGRAPHICS_H #define MAPGRAPHICS_H #include "d2list.h" #include "d2map.h" #include "functordispatch1.h" #include "mqrect.h" #include "smartptr.h" #include "tileindices.h" #include <cstddef> namespace game { struct C2DEngine; struct CIsoEngineGround; struct IIsoCBScroll; struct IMqImage2; struct CIsoLayer; /** * Maps iso layer and map tile positions to 2d engine element indices. * Hash value computed as: * @code{.cpp} * (layerNumber << 20) * | ((mapPosX & 0xFFF003FF | ((mapPosX & 0x3FF) << 10)) * ^ (mapPosY ^ (mapPosX & 0xFFF003FF | ((mapPosX & 0x3FF) << 10))) & 0x3FF) * & 0xFFFFF; * @endcode * Element indices are used by C2DEngineMapImpl to add, remove and change map elements images. */ using HashElementIndexMap = Map<int /* hash */, int /* elementIndex */, SmartPointer>; assert_size(HashElementIndexMap, 36); struct MapGraphics { C2DEngine* engine2d; CMqRect isoViewArea; /**< Area of isometric map view. */ int mapSize; HashElementIndexMap hashElementIndexMap; CIsoEngineGround* isoEngineGround; int scrollSpeed; bool unknown5; char padding[3]; List<IIsoCBScroll*> isoScrollList; bool unknown6; char padding2[3]; /** * Callback that returns true if mouse coordinates can be converted to tile coordinates. * Set by CStratInterf in its c-tor. */ SmartPtr<CBFunctorDispatch1wRet<const CMqPoint*, bool>> canConvertMouse; }; assert_size(MapGraphics, 100); assert_offset(MapGraphics, isoEngineGround, 60); assert_offset(MapGraphics, isoScrollList, 72); assert_offset(MapGraphics, canConvertMouse, 92); using MapGraphicsPtr = SmartPtr<MapGraphics*>; namespace MapGraphicsApi { struct Api { using GetMapGraphics = MapGraphicsPtr*(__stdcall*)(MapGraphicsPtr* ptr); GetMapGraphics getMapGraphics; using SetMapGraphics = void(__thiscall*)(MapGraphicsPtr* thisptr, MapGraphics** data); SetMapGraphics setMapGraphics; using GetTileIndex = TileArrayIndex(__thiscall*)(MapGraphics** thisptr, bool waterTile); GetTileIndex getTileIndex; /** Sets tile array index used for tiles outside of map bounds. */ using SetOutOfBordersTileIndex = int(__thiscall*)(MapGraphics** thisptr, TileArrayIndex tileIndex); SetOutOfBordersTileIndex setOutOfBordersTileIndex; /** * Shows specified image on selected layer. * Image is placed according to mapPosition. */ using ShowImageOnMap = void(__stdcall*)(const CMqPoint* mapPosition, const CIsoLayer* layer, const IMqImage2* image, int a4, int a5); ShowImageOnMap showImageOnMap; /** Hides all images on selected layer. */ using HideLayerImages = void(__stdcall*)(const CIsoLayer* layer); HideLayerImages hideLayerImages; }; Api& get(); } // namespace MapGraphicsApi } // namespace game #endif // MAPGRAPHICS_H
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1,542,565
eventeffect.h
VladimirMakeev_D2ModdingToolset/mss32/include/eventeffect.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef EVENTEFFECT_H #define EVENTEFFECT_H #include "idvector.h" namespace game { struct IEventEffectVftable; struct IMidgardObjectMap; struct IMidMsgSender; struct IEventEffect { IEventEffectVftable* vftable; }; struct IEventEffectVftable { using Destructor = void(__thiscall*)(IEventEffect* thisptr, char flags); Destructor destructor; /** * Applies game internal event effect. * Sends network messages using msgSender. * @returns true if effect applied successfully. */ using Apply = bool(__thiscall*)(const IEventEffect* thisptr, IMidgardObjectMap* objectMap, IMidMsgSender* msgSender, IdVector* triggerers); Apply apply; using Method2 = bool(__thiscall*)(IEventEffect* thisptr, int a2); Method2 method2; using Method3 = bool(__thiscall*)(IEventEffect* thisptr); Method3 method3; /** * Returns true to indicate that further events and effects processing should stop. * Only CEffectBattle is known to return true from this method. */ using StopProcessing = bool(__thiscall*)(const IEventEffect* thisptr); StopProcessing stopProcessing; }; assert_vftable_size(IEventEffectVftable, 5); } // namespace game #endif // EVENTEFFECT_H
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.h
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VladimirMakeev/D2ModdingToolset
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1,542,566
midisogroundindexer.h
VladimirMakeev_D2ModdingToolset/mss32/include/midisogroundindexer.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDISOGROUNDINDEXER_H #define MIDISOGROUNDINDEXER_H #include "d2assert.h" #include "isogroundindexer.h" namespace game { struct IMidgardObjectMap; struct CMidIsoGroundIndexerData { IMidgardObjectMap* objectMap; /** Accessed in getData as: 48 * ((posY / 192 + 24) % 24) + (posX / 192 + 48) % 48 */ std::uint8_t groundIndices[1152]; int mapSeed; }; assert_size(CMidIsoGroundIndexerData, 1160); struct CMidIsoGroundIndexer : public IIsoGroundIndexer { CMidIsoGroundIndexerData* data; }; assert_size(CMidIsoGroundIndexer, 8); } // namespace game #endif // MIDISOGROUNDINDEXER_H
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.h
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false
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1,542,567
popupinterf.h
VladimirMakeev_D2ModdingToolset/mss32/include/popupinterf.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef POPUPINTERF_H #define POPUPINTERF_H #include "popupdialoginterf.h" #include "taskmanagerholder.h" namespace game { struct CPopupInterfData { CDialogInterf* dialog; CTaskManager* taskManager; ITask* task; }; assert_size(CPopupInterfData, 12); struct CPopupInterf : public CPopupDialogInterf , public ITaskManagerHolder { CPopupInterfData* popupData; }; assert_size(CPopupInterf, 24); assert_offset(CPopupInterf, popupData, 20); } // namespace game #endif // POPUPINTERF_H
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.h
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false
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1,542,568
playerincomehooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/playerincomehooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef PLAYERINCOMEHOOKS_H #define PLAYERINCOMEHOOKS_H namespace game { struct Bank; struct IMidgardObjectMap; struct CMidgardID; } // namespace game namespace hooks { game::Bank* __stdcall computePlayerDailyIncomeHooked(game::Bank* income, game::IMidgardObjectMap* objectMap, const game::CMidgardID* playerId); } #endif // PLAYERINCOMEHOOKS_H
1,269
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,569
mqnettraffic.h
VladimirMakeev_D2ModdingToolset/mss32/include/mqnettraffic.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MQNETTRAFFIC_H #define MQNETTRAFFIC_H namespace game { struct IMqNetTraffic { void* vftable; }; } // namespace game #endif // MQNETTRAFFIC_H
970
C++
.h
27
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0.763326
VladimirMakeev/D2ModdingToolset
32
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,570
modifgroup.h
VladimirMakeev_D2ModdingToolset/mss32/include/modifgroup.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MODIFGROUP_H #define MODIFGROUP_H #include "categories.h" namespace game { struct LModifGroup : public Category<ModifierSourceId> { }; struct LModifGroupTable : public CEnumConstantTable<ModifierSourceId> { }; namespace LModifGroupApi { struct Categories { LModifGroup* unit; LModifGroup* stack; LModifGroup* attack; }; Categories& categories(); void* vftable(); } // namespace LModifGroupApi namespace LModifGroupTableApi { using Api = CategoryTableApi::Api<LModifGroupTable, LModifGroup>; Api& get(); void* vftable(); } // namespace LModifGroupTableApi } // namespace game #endif // MODIFGROUP_H
1,447
C++
.h
43
31.581395
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0.775054
VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,571
midrod.h
VladimirMakeev_D2ModdingToolset/mss32/include/midrod.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDROD_H #define MIDROD_H #include "mapelement.h" #include "midscenarioobject.h" namespace game { struct CMidRod : public IMidScenarioObject { IMapElement mapElement; CMidgardID ownerId; }; assert_size(CMidRod, 32); } // namespace game #endif // MIDROD_H
1,090
C++
.h
31
33.129032
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0.765209
VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,572
playerbuildings.h
VladimirMakeev_D2ModdingToolset/mss32/include/playerbuildings.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef PLAYERBUIDINGS_H #define PLAYERBUIDINGS_H #include "idlist.h" #include "midscenarioobject.h" namespace game { /** Holds information about player's buildings in capital. */ struct CPlayerBuildings : public IMidScenarioObject { int unknown; IdList buildings; }; assert_size(CPlayerBuildings, 28); } // namespace game #endif // PLAYERBUIDINGS_H
1,177
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.h
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0.769772
VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
false
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false
false
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false
1,542,573
nativespellinfo.h
VladimirMakeev_D2ModdingToolset/mss32/include/nativespellinfo.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef NATIVESPELLINFO_H #define NATIVESPELLINFO_H #include "rsgid.h" #include "spellinfo.h" namespace hooks { class NativeSpellInfo final : public rsg::SpellInfo { public: NativeSpellInfo(const rsg::CMidgardID& spellId, int value, int level, rsg::SpellType spellType) : spellId{spellId} , value{value} , level{level} , spellType{spellType} { } ~NativeSpellInfo() override = default; const rsg::CMidgardID& getSpellId() const override { return spellId; } rsg::SpellType getSpellType() const override { return spellType; } int getValue() const override { return value; } int getLevel() const override { return level; } private: rsg::CMidgardID spellId; int value{}; int level{}; rsg::SpellType spellType{rsg::SpellType::Attack}; }; } // namespace hooks #endif // NATIVESPELLINFO_H
1,745
C++
.h
57
26.649123
99
0.711814
VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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false
false
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1,542,574
popupdialoginterf.h
VladimirMakeev_D2ModdingToolset/mss32/include/popupdialoginterf.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef POPUPDIALOGINTERF_H #define POPUPDIALOGINTERF_H #include "interfdialog.h" namespace game { struct CDialogInterf; struct CPopupDialogInterf : public CInterfDialog { CDialogInterf** dialog; }; assert_offset(CPopupDialogInterf, dialog, 12); namespace CPopupDialogInterfApi { struct Api { using Constructor = CPopupDialogInterf*(__thiscall*)(CPopupDialogInterf* thisptr, const char* dialogName, CMqRect* area); Constructor constructor; }; Api& get(); } // namespace CPopupDialogInterfApi } // namespace game #endif // POPUPDIALOGINTERF_H
1,492
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.h
40
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VladimirMakeev/D2ModdingToolset
32
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,575
phasegame.h
VladimirMakeev_D2ModdingToolset/mss32/include/phasegame.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef PHASEGAME_H #define PHASEGAME_H #include "interfmanager.h" #include "midcommandqueue2.h" #include "middatacache.h" #include "phase.h" #include <cstddef> namespace game { struct CMidObjectNotify; struct CMidObjectLock; struct CIsoChatDisplay; struct MapGraphics; struct IIsoCBScroll; struct CCityDisplay; struct CMidAnim2System; struct CPhaseGameData { InterfManagerImplPtr interfManager; int unknown2; CInterface* currentInterface; SmartPtr<MapGraphics*> mapGraphics; SmartPointer palMapIsoScroller; IIsoCBScroll* audioRegionCtrl; CMidClient* midClient; int unknown8; CMidObjectNotify* midObjectNotify; CMidAnim2System* animSystem; void* listPtr; CCityDisplay* cityDisplay; CMidgardID currentPlayerId; CMidObjectLock* midObjectLock; int unknown13; CIsoChatDisplay* isoChatDisplay; }; assert_size(CPhaseGameData, 76); assert_offset(CPhaseGameData, midClient, 36); struct CPhaseGame : public CMidCommandQueue2::INotifyCQ { CMidDataCache2::INotify dataCacheNotify; CPhase phase; CPhaseGameData* data; }; assert_size(CPhaseGame, 20); assert_offset(CPhaseGame, phase, 8); } // namespace game #endif // PHASEGAME_H
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.h
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1,542,576
pointset.h
VladimirMakeev_D2ModdingToolset/mss32/include/pointset.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef POINTSET_H #define POINTSET_H #include "d2set.h" #include "mqpoint.h" namespace game { using PointSet = Set<CMqPoint>; struct PointSetIterator { char unknown[16]; }; namespace PointSetApi { struct Api { using Constructor = PointSet*(__thiscall*)(PointSet* thisptr, bool* a2, void* a3, bool a4); Constructor constructor; using Destructor = void(__thiscall*)(PointSet* thisptr); Destructor destructor; using Add = PointSetIterator*(__thiscall*)(PointSet* thisptr, PointSetIterator* iterator, const CMqPoint* point); Add add; }; Api& get(); } // namespace PointSetApi } // namespace game #endif // POINTSET_H
1,561
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,577
itemexpotionheal.h
VladimirMakeev_D2ModdingToolset/mss32/include/itemexpotionheal.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef ITEMEXPOTIONHEAL_H #define ITEMEXPOTIONHEAL_H namespace game { struct IItemExPotionHeal { void* vftable; }; } // namespace game #endif // ITEMEXPOTIONHEAL_H
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
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1,542,578
eventconditioncathooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/eventconditioncathooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef EVENTCONDITIONCATHOOKS_H #define EVENTCONDITIONCATHOOKS_H #include "eventconditioncat.h" #include "midgardid.h" namespace hooks { struct CustomEventCondition { game::LEventCondCategory category{nullptr, nullptr, game::EventConditionId{-1}}; game::CMidgardID infoText{}; game::CMidgardID brief{}; game::CMidgardID description{}; }; struct CustomEventConditions { CustomEventCondition ownResource{}; CustomEventCondition gameMode{}; CustomEventCondition playerType{}; CustomEventCondition variableCmp{}; CustomEventCondition script{}; }; CustomEventConditions& customEventConditions(); game::LEventCondCategoryTable* __fastcall eventCondCategoryTableCtorHooked( game::LEventCondCategoryTable* thisptr, int /*%edx*/, const char* globalsFolderPath, void* codeBaseEnvProxy); } // namespace hooks #endif // EVENTCONDITIONCATHOOKS_H
1,707
C++
.h
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VladimirMakeev/D2ModdingToolset
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1,542,579
d2osexception.h
VladimirMakeev_D2ModdingToolset/mss32/include/d2osexception.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef D2OSEXCEPTION_H #define D2OSEXCEPTION_H namespace game { /** Base class for all exceptions. */ struct os_exception { void* vftable; const char* message; }; namespace os_exceptionApi { struct Api { /** Passes its arguments to c++ standard library function that handles exception throw. */ using ThrowException = void(__stdcall*)(const os_exception* thisptr, const void* throwInfo); ThrowException throwException; }; Api& get(); } // namespace os_exceptionApi } // namespace game #endif // D2OSEXCEPTION_H
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VladimirMakeev/D2ModdingToolset
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1,542,580
doppelgangerhooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/doppelgangerhooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef DOPPELGANGERHOOKS_H #define DOPPELGANGERHOOKS_H namespace game { struct CBatAttackDoppelganger; struct IMidgardObjectMap; struct BattleMsgData; struct CMidgardID; struct BattleAttackInfo; } // namespace game namespace hooks { bool __fastcall doppelgangerAttackCanPerformHooked(game::CBatAttackDoppelganger* thisptr, int /*%edx*/, game::IMidgardObjectMap* objectMap, game::BattleMsgData* battleMsgData, game::CMidgardID* targetUnitId); bool __fastcall doppelgangerAttackIsImmuneHooked(game::CBatAttackDoppelganger* thisptr, int /*%edx*/, game::IMidgardObjectMap* objectMap, game::BattleMsgData* battleMsgData, game::CMidgardID* unitId); void __fastcall doppelgangerAttackOnHitHooked(game::CBatAttackDoppelganger* thisptr, int /*%edx*/, game::IMidgardObjectMap* objectMap, game::BattleMsgData* battleMsgData, game::CMidgardID* targetUnitId, game::BattleAttackInfo** attackInfo); bool __stdcall cannotUseDoppelgangerAttackHooked(const game::CMidgardID* unitId, const game::BattleMsgData* battleMsgData); } // namespace hooks #endif // DOPPELGANGERHOOKS_H
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1,542,581
scripts.h
VladimirMakeev_D2ModdingToolset/mss32/include/scripts.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef SCRIPTS_H #define SCRIPTS_H #include <filesystem> #include <lua.hpp> #include <optional> #include <sol/sol.hpp> namespace hooks { /** Returns lua environment with bound api and specified source loaded and executed. */ sol::environment executeScript(const std::string& source, sol::protected_function_result& result, bool bindScenario = false); /** Returns lua environment with bound api and specified file loaded and executed. */ std::optional<sol::environment> executeScriptFile(const std::filesystem::path& path, bool alwaysExists = false, bool bindScenario = false); /** * Returns function with specified name from lua environment to call from c++. * Return type is sol::function as std::function causes memory leaks in sol2 when function executes. * @param[in] environment lua environment where to search. * @param[in] name function name in lua script. * @param[in] alwaysExists true to show error message if the function does not exist. */ std::optional<sol::function> getScriptFunction(const sol::environment& environment, const char* name, bool alwaysExists = false); /** * Returns function with specified name from lua environment to call from c++. * Return type is sol::function as std::function causes memory leaks in sol2 when function executes. * @param[in] path filename of script source. * @param[in] name function name in lua script. * @param[out] environment lua environment where the function executes. * @param[in] alwaysExists true to show error message if the function does not exist. * @param[in] bindScenario true to bind global 'getScenario' function. */ std::optional<sol::function> getScriptFunction(const std::filesystem::path& path, const char* name, std::optional<sol::environment>& environment, bool alwaysExists = false, bool bindScenario = false); /** * Returns protected_function that is less performant than unsafe_function, but has error handling. * sol::function is defined as unsafe_function for Release build. If an error occurs in such * function, it causes Lua stack to not properly unwind after try...catch block, that eventually * leads to stack overflow. See https://github.com/ThePhD/sol2/issues/65 for details. * @param[in] environment lua environment where to search. * @param[in] name function name in lua script. * @param[in] alwaysExists true to show error message if the function does not exist. */ std::optional<sol::protected_function> getProtectedScriptFunction( const sol::environment& environment, const char* name, bool alwaysExists = false); } // namespace hooks #endif // SCRIPTS_H
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.h
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1,542,582
tasktilehighlight.h
VladimirMakeev_D2ModdingToolset/mss32/include/tasktilehighlight.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef TASKTILEHIGHLIGHT_H #define TASKTILEHIGHLIGHT_H #include "midfreetask.h" #include "mqpoint.h" #include "uievent.h" namespace game { struct CTaskTileHighlight : public CMidFreeTask { struct Impl { void* vftable; UiEvent updateEvent; CMqPoint mousePosition; }; Impl* impl; }; assert_size(CTaskTileHighlight, 20); } // namespace game #endif // TASKTILEHIGHLIGHT_H
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.h
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VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,583
aioperational.h
VladimirMakeev_D2ModdingToolset/mss32/include/aioperational.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef AIOPERATIONAL_H #define AIOPERATIONAL_H #include "aistate.h" #include "idlist.h" namespace game { struct IMidgardObjectMap; struct CMidServerLogicData; struct CAiLog; struct CAiReactionOper; struct IAiOperationalInternalVftable; struct IAiOperationalInternal { IAiOperationalInternalVftable* vftable; }; struct IAiOperationalInternalVftable { using Destructor = void(__thiscall*)(IAiOperationalInternal* thisptr, char flags); Destructor destructor; void* methods[3]; }; struct CAiOperational : public IAiState , public IAiOperationalInternal { IMidgardObjectMap* objectMap; CMidgardID playerId; CMidServerLogicData* serverLogic; CAiLog* aiLog; IdList* list; IdList* list2; CAiReactionOper* reactionOper; int unknown; bool unknown2; char padding[3]; int unknown3; }; assert_size(CAiOperational, 48); } // namespace game #endif // AIOPERATIONAL_H
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.h
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false
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1,542,584
game.h
VladimirMakeev_D2ModdingToolset/mss32/include/game.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef GAME_H #define GAME_H #include "attacktypepairvector.h" #include "faceimg.h" #include "globaldata.h" #include "idlist.h" #include "mqpoint.h" #include "smartptr.h" namespace game { struct TRaceType; struct CPlayerBuildings; struct LUnitBranch; struct CMidDataCache2; struct CMidgardID; struct CDBTable; struct GlobalData; struct IMidObject; struct IUsSoldier; struct IUsNoble; struct IUsStackLeader; struct IMidgardObjectMap; struct TLordType; struct CMidPlayer; struct BattleMsgData; struct CMidUnit; struct IUsUnit; struct LAttackSource; struct LAttackClass; struct LImmuneCat; struct IBatAttack; struct IAttack; struct CMidUnitGroup; struct Bank; struct CMqPoint; struct CUnitGenerator; struct CAttackData; struct CDynUpgrade; struct CMidStack; struct CFortification; struct CMidRuin; struct CMidgardPlan; struct CMidgardMap; struct IMqImage2; struct IEncUnitDescriptor; struct CDialogInterf; struct String; struct LRaceCategory; struct LTerrainCategory; struct LGroundCategory; struct IItem; struct CPhaseGame; struct IUsRacialSoldier; struct NetPlayerInfo; struct LBuildingCategory; struct IUsLeader; struct LDeathAnimCategory; struct CMidStreamEnvFile; struct CMidgardScenarioMap; struct TBuildingType; enum class ModifierElementTypeFlag : int; enum class CanApplyPotionResult : int { Ok = 0, NoItemInInventory = 1, AlreadyAtFullHp = 3, AlreadyAlive = 5, NotAPotion = 8, AlreadyApplied = 9, CannotBoostDead = 10, CannotHealDead = 11, }; enum class BuildingStatus : int { CanBeBuilt = 0, InsufficientBank = 3, ExceedsMaxLevel = 5, PlayerAlreadyBuiltThisDay = 6, AlreadyBuilt = 8, PlayerHasNoRequiredBuilding = 9, PlayerHasSiblingUnitBuilding = 10, LordHasNoBuilding = 11, // Custom value, compatible with all occurrences of getBuildingStatus }; /** Sets initial values for 'show resources' and 'minimap mode' toggle buttons. */ using RespopupInitFunc = void (*)(void); /** Sets initial value for 'show banners' toggle button. */ using ToggleShowBannersInitFunc = void*(__thiscall*)(void* thisptr); /** * Adds tier-1 unit from specified unit branch to player's hire list. * @param[in] race player race. * @param[in] buildings player buildings. * @param[in] branch determines unit to add. * @param[inout] hireList list to store results. * @returns unknown. */ using AddUnitToHireList = void*(__stdcall*)(TRaceType* race, CPlayerBuildings* buildings, const LUnitBranch* branch, IdList* hireList); /** * Adds unit from sideshow branch to player's hire list. * @param[in] race player race. * @param[in] buildings player buildings. * @param[inout] hireList list to store results. * @returns unknown. */ using AddSideshowUnitToHireList = void*(__stdcall*)(TRaceType* race, CPlayerBuildings* buildings, IdList* hireList); /** * Adds player's tier-1 units to hire list. * @param[in] dataCache pointer to data cache object. * @param[in] playerId id of player to process. * @param[in] a3 meaning unknown. * @param[inout] hireList list to store results. * @returns true if units were added to the list. */ using AddPlayerUnitsToHireList = bool(__stdcall*)(CMidDataCache2* dataCache, const CMidgardID* playerId, const CMidgardID* a3, IdList* hireList); /** * Callback function used to process each record in GBuild.dbf. * Creates TBuildingType or TBuildingUnitUpgType objects from record data and stores them in a2. */ using CreateBuildingType = void(__stdcall*)(const CDBTable* dbTable, void* a2, const GlobalData** globalData); /** * Adds object to dictionary-like structure if it's not a duplicate. * @returns false in case of duplicating object. */ using AddObjectAndCheckDuplicates = bool(__thiscall*)(void* thisptr, const IMidObject* object); /** * Decides where to place unit in group. * @returns 0 for back lane, 1 for forward lane. */ using ChooseUnitLane = int(__stdcall*)(const IUsSoldier* soldier); /** Returns lord type for specified player. */ using GetLordByPlayer = const TLordType*(__stdcall*)(const CMidPlayer* player); /** Returns true if current turn value is in allowed range [0 : 999]. */ using IsTurnValid = bool(__stdcall*)(int turn); /** Returns stack id of allies or enemies for specified unit id. */ using GetAllyOrEnemyGroupId = CMidgardID*(__stdcall*)(CMidgardID* value, const BattleMsgData* battleMsgData, const CMidgardID* unitId, bool allies); /** Returns pointer to unit found by specified id. */ using FindUnitById = CMidUnit*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); using CastUnitImplToSoldier = IUsSoldier*(__stdcall*)(const IUsUnit* unitImpl); using CastUnitImplToNoble = IUsNoble*(__stdcall*)(const IUsUnit* unitImpl); using CastUnitImplToStackLeader = IUsStackLeader*(__stdcall*)(const IUsUnit* unitImpl); using CastUnitImplToLeader = IUsLeader*(__stdcall*)(const IUsUnit* unitImpl); using CastUnitImplToRacialSoldier = const IUsRacialSoldier*(__stdcall*)(const IUsUnit* unitImpl); using CreateBatAttack = IBatAttack*(__stdcall*)(const IMidgardObjectMap* objectMap, const BattleMsgData* battleMsgData, const CMidgardID* unitId, const CMidgardID* id2, int attackNumber, const LAttackClass* attackClass, bool a7); using GetAttackById = IAttack*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* id, int attackNumber, bool checkAltAttack); using IsUnitImmuneToAttack = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const BattleMsgData* battleMsgData, const CMidgardID* unitId, const IAttack* attack, bool checkAlwaysImmuneOnly); /** Returns bit flag position (0-31) for the specified attack class. */ using GetAttackClassWardFlagPosition = std::uint32_t(__stdcall*)(const LAttackClass* attackClass); using AttackClassToString = const char*(__stdcall*)(const LAttackClass* attackClass); /** Returns bit flag position (0-7) for the specified attack source. */ using GetAttackSourceWardFlagPosition = std::uint32_t(__stdcall*)(const LAttackSource* attackSource); /** * Returns pointer to units group of stack, fortification or ruin * Actual object type found determined by specified id IdType. */ using GetStackFortRuinGroup = CMidUnitGroup*(__thiscall*)(void* thisptr, const IMidgardObjectMap* objectMap, const CMidgardID* objectId); using GetStackFortRuinGroupForChange = void(__stdcall*)(IMidgardObjectMap* objectMap, const CMidgardID* objectId, CMidUnitGroup** result); using GetStackFortRuinForChange = void(__stdcall*)(IMidgardObjectMap* objectMap, const CMidgardID* objectId, CMidStack** stack, CFortification** fort, CMidRuin** ruin); /** * Returns id of the object with the group the unit belongs to. * Returned id is always valid. */ using GetStackFortRuinId = const CMidgardID*(__stdcall*)(const CMidgardID* unitId, const IMidgardObjectMap* objectMap); using GetStackIdByUnitId = const CMidgardID*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); using GetFortIdByUnitId = const CMidgardID*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); using GetRuinIdByUnitId = const CMidgardID*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); /** Deletes all building in capital of specified player. */ using DeletePlayerBuildings = int(__stdcall*)(IMidgardObjectMap* objectMap, const CMidPlayer* player); /** Builds lord-specific buildings in capital of player described by NetPlayerInfo. */ using BuildLordSpecificBuildings = bool(__stdcall*)(IMidgardObjectMap* objectMap, const NetPlayerInfo* playerInfo, int); /** Adds building of specified category to capital of specified player. */ using AddCapitalBuilding = bool(__stdcall*)(IMidgardObjectMap* objectMap, const CMidPlayer* player, const LBuildingCategory* building); using GetInterfaceText = const char*(__stdcall*)(const CMidgardID* textId); using ComputePlayerDailyIncome = Bank*(__stdcall*)(Bank* income, IMidgardObjectMap* objectMap, const CMidgardID* playerId); /** * Computes full attack damage with respect to armor, buffs, debuffs and critical hit. * @param[in] objectMap map to search for units. * @param[in] battleMsgData battle information to check for buffs and debuffs. * @param[in] attackImpl attack for which damage is computed. * @param[in] attackerUnitId id of unit performing the attack. * @param[in] targetUnitId id of unit being attacked. * @param computeCriticalHit if set to true, critical hit ability is checked and critical damage is * computed. * @param[inout] attackDamage used to store damage without critical hit. Must be non-null if * computeCriticalHit is true. * @param[inout] criticalHitDamage used to store critical hit damage. Must be non-null if * computeCriticalHit is true. * @returns computed damage. */ using ComputeDamage = int(__stdcall*)(const IMidgardObjectMap* objectMap, const BattleMsgData* battleMsgData, const IAttack* attack, const CMidgardID* attackerUnitId, const CMidgardID* targetUnitId, bool computeCriticalHit, int* attackDamage, int* criticalHitDamage); using ComputeDamageMax = int(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); using ComputeDamageWithBuffs = int(__stdcall*)(const IAttack* attack, int damageMax, const BattleMsgData* battleMsgData, const CMidgardID* unitId, bool addRandomDamage, bool easyDifficulty); /** * Computes unit armor with respect to buffs / debuffs, defend / fortification bonus and shattered * armor. * @param[out] armor the resulting value. * @param[in] objectMap map to search for units. * @param[in] battleMsgData battle information to check for buffs and debuffs. * @param[in] unitId id of a unit to compute armor for. * @returns pointer to the resulting value. */ using ComputeArmor = int*(__stdcall*)(int* armor, const IMidgardObjectMap* objectMap, const BattleMsgData* battleMsgData, const CMidgardID* unitId); /** * Used for pathfinding. * Causes memory corruption (that leads to crash) on 144x144 maps if the position is out of map * bounds. */ using MarkMapPosition = void(__thiscall*)(void* thisptr, CMqPoint* position); /** Returns unit level by impl id. If unit does not exist yet, computes its level. */ using GetUnitLevelByImplId = int(__stdcall*)(const CMidgardID* unitImplId); /** * Returns attack power value (chance to hit / accuracy) adjusted according to game difficulty and * batte round. */ using GetAttackPower = void(__stdcall*)(int* power, const IAttack* attack, const IMidgardObjectMap* objectMap, const CMidgardID* unitId, const BattleMsgData* battleMsgData); /** Returns true if group with specified id belongs to human controlled player. */ using IsGroupOwnerPlayerHuman = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* groupId); /** * Determines whether attack should miss or not depending on its power (chance to hit / accuracy). * Compares attack power with arithmetic mean of two random numbers. * @returns true if arithmetic mean is greater than power value. */ using AttackShouldMiss = bool(__stdcall*)(const int* power); /** Generates random number in range [0 : maxValue) using special ingame generator. */ using GenerateRandomNumber = int(__stdcall*)(unsigned int maxValue); /** Generates random number in range [0 : maxValue) using standard CRT rand(). */ using GenerateRandomNumberStd = int(__stdcall*)(unsigned int maxValue); using GetUnitPositionInGroup = int(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* groupId, const CMidgardID* unitId); /** Returns summon unit impl id for specified attack id according to size and position in group. */ using GetSummonUnitImplIdByAttack = CMidgardID*(__stdcall*)(CMidgardID* summonImplId, const CMidgardID* attackId, int position, bool smallUnit); /** * Returns summon unit impl id for specified summon attack. * @param[inout] summonImplId where to store resulting unit impl id. * @param[in] objectMap used for object search. * @param[in] attackId summon attack id to choose one summon from list. * @param[in] groupId id of group where summoned unit supposed to be. * @param[in] targetUnitId special summon id to get position in group. * @param canSummonBig determines wheter big unit can be summoned or not. * @returns pointer to summonImplId. */ using GetSummonUnitImplId = CMidgardID*(__stdcall*)(CMidgardID* summonImplId, IMidgardObjectMap* objectMap, const CMidgardID* attackId, const CMidgardID* groupId, const CMidgardID* targetUnitId, bool canSummonBig); ; /** * Returns number of attacks allowed in battle for specific id ??? * 1 or 0 for item, 1 or 2 for unit attacks and so on. */ using GetAttackImplMagic = int(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId, int a3); /** * If unit has primary or secondary attack from Heal class category, returns 1 for primary and 2 for * secondary. In case of different attack class returns 0. */ using GetUnitHealAttackNumber = int(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); /** * Returns attack damage or heal depending on its class, allows to specify max damage to return. * Used for encyclopedia text generation, by CMidUnitDescriptor and elsewhere. */ using GetAttackQtyDamageOrHeal = int(__stdcall*)(const IAttack* attack, int damageMax); /** * Computes unit hp + (hp * armor). * Used for battle AI. */ using ComputeUnitEffectiveHpForAi = int(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidUnit* unit, const BattleMsgData* battleMsgData); /** * Calculates upgrade count for the specified unit level and applies upgrade values from * GDynUpgr.dbf to the initial attack data. */ using ApplyDynUpgradeToAttackData = void(__stdcall*)(const CMidgardID* unitImplId, CUnitGenerator* unitGenerator, int unitLevel, IdType dynUpgradeType, const CMidgardID* altAttackId, CAttackData* attackData); using ComputeUnitDynUpgrade = void(__stdcall*)(const CMidgardID* unitImplId, int unitLevel, CDynUpgrade** upgrade1, CDynUpgrade** upgrade2, int* upgrade1Count, int* upgrade2Count); using ShowMovementPath = void(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* stackId, List<CMqPoint>* path, const CMqPoint* lastReachablePoint, const CMqPoint* pathEnd, bool a6); using GetMidgardPlan = CMidgardPlan*(__stdcall*)(const IMidgardObjectMap* objectMap); using GetBlockingPathNearbyStackId = const CMidgardID*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardPlan* plan, const CMidStack* stack, const CMqPoint* lastReachablePoint, const CMqPoint* pathEnd, int a6); /** * Searches fortification or ruin at specified position and returns its entrance point. * @param[in] objectMap map to search objects. * @param[in] plan used to search fortification and ruin objects by position. * @param[in] stack used to check fort subrace. Entrance point returned only for forts with * different subraces. * @param[in] position position to check. * @param[inout] entrance pointer to store the result. * @returns true if entrance point found. */ using GetFortOrRuinEntrance = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardPlan* plan, const CMidStack* stack, const CMqPoint* position, CMqPoint* entrance); /** * Returns true if stack can move to specified position on a map. * @param[in] objectMap map to search objects. * @paran[in] position tile position to check. * @param[in] stack stack to check. * @param[in] plan pointer to plan object to check obstacles. */ using StackCanMoveToPosition = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMqPoint* position, const CMidStack* stack, const CMidgardPlan* plan); using IsWaterTileSurroundedByWater = bool(__stdcall*)(const CMqPoint* position, const IMidgardObjectMap* objectMap); using GetStackPositionById = CMqPoint(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* stackId); /** Applies percentage modifiers of the specified type to the value. */ using ApplyPercentModifiers = int(__stdcall*)(int value, const IdList* unitModifiers, ModifierElementTypeFlag type); /** Creates a formatted description of attack for encyclopedia. */ using GenerateAttackDescription = void(__stdcall*)(IEncUnitDescriptor* descriptor, CDialogInterf* dialog, int boostDamageLevel, int lowerDamageLevel, int lowerInitiativeLevel, const IdList* editorModifiers, int damageMax); using CreateMenuAnimation = SmartPtr<IMqImage2>*(__stdcall*)(SmartPtr<IMqImage2>* animation, const char* animationName); /** Gets attack source interface text. */ using GetAttackSourceText = String*(__stdcall*)(String* value, const LAttackSource* attackSource); /** Appends attack source interface text. */ using AppendAttackSourceText = void(__stdcall*)(const LAttackSource* attackSource, String* value, bool* valueIsNotEmpty); using IsRaceCategoryUnplayable = bool(__stdcall*)(const LRaceCategory* raceCategory); /** * Validates TRaceType objects. * Checks valirity of unit, guardian, leader and buildings ids. * Checks that all race categories were correctly read. */ using ValidateRaces = void(__thiscall*)(RacesMap** thisptr, GlobalData** globalData); /** Checks if race with specified category was loaded from Grace.dbf. */ using CheckRaceExist = void(__stdcall*)(RacesMap** races, const LRaceCategory* category, const char* dbfFileName); /** Gets a list of sources to which the unit has the specified immunity. */ using GetUnitAttackSourceImmunities = void(__stdcall*)(const LImmuneCat* immuneCat, const CMidUnit* unit, List<LAttackSource>* value); /** Gets a list of sources to which the soldier has the specified immunity. */ using GetSoldierAttackSourceImmunities = void(__stdcall*)(const IUsSoldier* soldier, bool alwaysImmune, List<LAttackSource>* value); /** Gets immunity rating to be used by AI for overall soldier rating calculation. */ using GetSoldierImmunityAiRating = double(__stdcall*)(const IUsSoldier* soldier); /** Gets attack class rating to be used by AI for overall soldier rating calculation. */ using GetAttackClassAiRating = double(__stdcall*)(const IUsSoldier* soldier, bool a2); /** Gets attack reach rating to be used by AI for overall soldier rating calculation. */ using GetAttackReachAiRating = double(__stdcall*)(const IUsSoldier* soldier, int targetCount); /** Gets distance between unit positions in battle. Used for adjacent attack reach calculations. */ using GetUnitPositionDistance = int(__stdcall*)(int unitPosition, int targetPosition, bool isTargetAlly); using GetUnitRaceCategory = LRaceCategory*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); using IsGroupSuitableForAiNobleMisfit = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidUnitGroup* group); using IsUnitSuitableForAiNobleDuel = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); using IsAttackEffectiveAgainstGroup = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const IAttack* attack, const CMidUnitGroup* group); using IsAttackBetterThanItemUsage = bool(__stdcall*)(const IItem* item, const IUsSoldier* soldier, const CMidgardID* unitImplId); using ComputeAttackDamageCheckAltAttack = int(__stdcall*)(const IUsSoldier* soldier, const CMidgardID* unitImplId, const BattleMsgData* battleMsgData, const CMidgardID* unitId); using FillAttackTransformIdList = void(__thiscall*)(const void* thisptr, IdList* value, const CMidgardID* attackId, bool sizeSmall); using IsSmallMeleeFighter = bool(__stdcall*)(const IUsSoldier* soldier); using CAiHireUnitEval = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidUnitGroup* group); using GetMeleeUnitToHireAiRating = double(__stdcall*)(const CMidgardID* unitImplId, bool a2, bool a3); using ComputeTargetUnitAiPriority = int(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId, const BattleMsgData* battleMsgData, int attackerDamage); /** * Returns terrain category by its abbreviation string. * Used in processing GTileDbi.dbf records. */ using GetTerrainByAbbreviation = LTerrainCategory*(__stdcall*)(LTerrainCategory* category, const char* abbreviation); /** Returns terrain category that corresponds to specified race category. */ using GetTerrainByRace = const LTerrainCategory*(__stdcall*)(const LRaceCategory* race); /** Returns race category that corresponds to specified terrain category. */ using GetRaceByTerrain = const LRaceCategory*(__stdcall*)(const LTerrainCategory* terrain); /** Assumption: returns color index for minimap. */ using GetNumberByTerrainGround = int(__stdcall*)(const LTerrainCategory* terrain, const LGroundCategory* ground); /** Throws MqDbException with specified message. */ using ThrowGenericException = void(__stdcall*)(const char* message); /** Returns true if game should ignore events for specified player. */ using IgnorePlayerEvents = bool(__stdcall*)(const CMidgardID* playerId, const IMidgardObjectMap* objectMap); /** Returns race's scenario preview image. */ using GetRacePreviewImage = IMqImage2*(__stdcall*)(const LRaceCategory* race); using IsPlayerRaceUnplayable = bool(__stdcall*)(const CMidgardID* playerId, const IMidgardObjectMap* objectMap); using IsSupportAttackClass = bool(__stdcall*)(const LAttackClass* value); /** Returns a vector of attack + attack-number pairs by unit. */ using GetUnitAttacks = void(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId, AttackTypePairVector* value, bool checkAltAttack); using GetItemAttack = IAttack*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId, int itemNumber); using IsUnitUseAdditionalAnimation = bool(__stdcall*)(const CMidgardID* unitId); using CheckUnitForHire = bool(__stdcall*)(const CMidPlayer* player, CPhaseGame* phaseGame, const CMidgardID* unitImplId); using GetBaseUnitImplId = CMidgardID*(__stdcall*)(CMidgardID* value, const IMidgardObjectMap* objectMap, const CMidgardID* unitId, bool original); using GetUnitImplDamageMax = int(__stdcall*)(CMidgardID* unitImplId); using ReadGlobalAttacks = AttackMap**(__thiscall*)(AttackMap** thisptr, const char* globalsFolderPath, void* codeBaseEnvProxy, const GlobalData** globalData); using GetAltAttackIdCheckClass = const CMidgardID*(__stdcall*)(const IAttack* attack); using UnitHasDoppelgangerAttack = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId); using GetDeathAnimationByUnitOrItemId = LDeathAnimCategory*(__stdcall*)(const CMidgardID* unitOrItemId); /** * Translates a string from the OEM-defined character set * into either an ANSI or a wide-character string. * This is import from user32.dll used by game executable. * If Verok's DisciplesGL wrapper is present function will be hooked, * otherwise it remains the same. * We don't care and always use it through a function pointer. * DO NOT hook this function from mss32! */ using OemToCharA = int(__stdcall**)(const char* pSrc, char* pDst); /** Throws CMidScenException with specified param name and message. */ using ThrowScenarioException = void(__stdcall*)(const char* paramName, const char* message); using LoadScenarioMap = int(__stdcall*)(int a1, CMidStreamEnvFile* streamEnv, CMidgardScenarioMap* scenarioMap); /** * 'big' determines whether '*FACEB' (round) instead of '*FACE' (rectangle) image from Faces.ff * should be used. */ using CreateUnitFaceImage = CFaceImg::IFaceImg*(__stdcall*)(CMidgardID* unitImplId, bool big); using CanApplyPotionToUnit = CanApplyPotionResult(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* unitId, const CMidgardID* groupId, const CMidgardID* itemId); /** Returns either next tier (if available) or next level implementation if unit xp is enough. */ using GetUpgradeUnitImplCheckXp = const TUsUnitImpl*(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidUnit* unit); /** Runs ChangeUnitXP visitor, if unit has no upgrade - decreases the amount by 1. */ using ChangeUnitXpCheckUpgrade = bool(__stdcall*)(IMidgardObjectMap* objectMap, const CMidgardID* playerId, const CMidgardID* unitId, int amount); using IsUnitTierMax = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* playerId, const CMidgardID* unitId); using IsUnitLevelNotMax = bool(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* playerId, const CMidgardID* unitId); using IsUnitUpgradePending = bool(__stdcall*)(const CMidgardID* unitId, const IMidgardObjectMap* objectMap); using GetUnitImplIdForIsoUnitImage = const CMidgardID*(__stdcall*)(const CMidgardID* unitImplId); using GetUnitRequiredBuildings = void(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* playerId, const IUsUnit* unitImpl, Vector<TBuildingType*>* result); using ComputeMovementCost = int(__stdcall*)(const CMqPoint* mapPosition, const IMidgardObjectMap* objectMap, const CMidgardMap* midgardMap, const CMidgardPlan* plan, const CMidgardID* stackId, const char* a6, const char* a7, bool leaderAlive, bool plainsBonus, bool forestBonus, bool waterBonus, bool waterOnly, bool forbidWaterOnlyOnLand); using GetBuildingStatus = BuildingStatus(__stdcall*)(const IMidgardObjectMap* objectMap, const CMidgardID* playerId, const CMidgardID* buildingId, bool ignoreBuildTurnAndCost); /** Game and editor functions that can be hooked. */ struct Functions { RespopupInitFunc respopupInit; ToggleShowBannersInitFunc toggleShowBannersInit; AddUnitToHireList addUnitToHireList; AddSideshowUnitToHireList addSideshowUnitToHireList; AddPlayerUnitsToHireList addPlayerUnitsToHireList; CreateBuildingType createBuildingType; AddObjectAndCheckDuplicates addObjectAndCheckDuplicates; ChooseUnitLane chooseUnitLane; GetLordByPlayer getLordByPlayer; IsTurnValid isTurnValid; GetAllyOrEnemyGroupId getAllyOrEnemyGroupId; FindUnitById findUnitById; CastUnitImplToSoldier castUnitImplToSoldier; CastUnitImplToStackLeader castUnitImplToStackLeader; CreateBatAttack createBatAttack; GetAttackById getAttackById; IsUnitImmuneToAttack isUnitImmuneToAttack; GetAttackClassWardFlagPosition getAttackClassWardFlagPosition; AttackClassToString attackClassToString; GetAttackSourceWardFlagPosition getAttackSourceWardFlagPosition; GetStackFortRuinGroup getStackFortRuinGroup; GetStackFortRuinGroupForChange getStackFortRuinGroupForChange; GetStackFortRuinForChange getStackFortRuinForChange; GetStackFortRuinId getStackFortRuinId; GetStackIdByUnitId getStackIdByUnitId; GetFortIdByUnitId getFortIdByUnitId; GetRuinIdByUnitId getRuinIdByUnitId; DeletePlayerBuildings deletePlayerBuildings; GetInterfaceText getInterfaceText; ComputePlayerDailyIncome computePlayerDailyIncome; ComputeDamage computeDamage; ComputeDamageMax computeDamageMax; ComputeDamageWithBuffs computeDamageWithBuffs; ComputeArmor computeArmor; MarkMapPosition markMapPosition; GetUnitLevelByImplId getUnitLevelByImplId; GetAttackPower getAttackPower; IsGroupOwnerPlayerHuman isGroupOwnerPlayerHuman; AttackShouldMiss attackShouldMiss; GenerateRandomNumber generateRandomNumber; GenerateRandomNumberStd generateRandomNumberStd; GetUnitPositionInGroup getUnitPositionInGroup; GetSummonUnitImplIdByAttack getSummonUnitImplIdByAttack; GetSummonUnitImplId getSummonUnitImplId; GetAttackImplMagic getAttackImplMagic; GetUnitHealAttackNumber getUnitHealAttackNumber; GetAttackQtyDamageOrHeal getAttackQtyDamageOrHeal; ComputeUnitEffectiveHpForAi computeUnitEffectiveHpForAi; ApplyDynUpgradeToAttackData applyDynUpgradeToAttackData; ComputeUnitDynUpgrade computeUnitDynUpgrade; ShowMovementPath showMovementPath; GetMidgardPlan getMidgardPlan; CastUnitImplToNoble castUnitImplToNoble; GetBlockingPathNearbyStackId getBlockingPathNearbyStackId; GetFortOrRuinEntrance getFortOrRuinEntrance; StackCanMoveToPosition stackCanMoveToPosition; IsWaterTileSurroundedByWater isWaterTileSurroundedByWater; GetStackPositionById getStackPositionById; ApplyPercentModifiers applyPercentModifiers; GenerateAttackDescription generateAttackDescription; CreateMenuAnimation createMenuAnimation; GetAttackSourceText getAttackSourceText; AppendAttackSourceText appendAttackSourceText; IsRaceCategoryUnplayable isRaceCategoryUnplayable; ValidateRaces validateRaces; CheckRaceExist checkRaceExist; GetUnitAttackSourceImmunities getUnitAttackSourceImmunities; GetSoldierAttackSourceImmunities getSoldierAttackSourceImmunities; GetTerrainByAbbreviation getTerrainByAbbreviation; GetTerrainByRace getTerrainByRace; GetTerrainByRace getTerrainByRace2; GetRaceByTerrain getRaceByTerrain; GetRaceByTerrain getPlayableRaceByTerrain; GetNumberByTerrainGround getNumberByTerrainGround; ThrowGenericException throwGenericException; IgnorePlayerEvents ignorePlayerEvents; GetRacePreviewImage getRacePreviewImage; GetSoldierImmunityAiRating getSoldierImmunityAiRating; GetAttackClassAiRating getAttackClassAiRating; GetAttackReachAiRating getAttackReachAiRating; GetUnitPositionDistance getUnitPositionDistance; GetUnitRaceCategory getUnitRaceCategory; IsGroupSuitableForAiNobleMisfit isGroupSuitableForAiNobleMisfit; IsUnitSuitableForAiNobleDuel isUnitSuitableForAiNobleDuel; IsAttackEffectiveAgainstGroup isAttackEffectiveAgainstGroup; IsAttackBetterThanItemUsage isAttackBetterThanItemUsage; ComputeAttackDamageCheckAltAttack computeAttackDamageCheckAltAttack; FillAttackTransformIdList fillAttackTransformIdList; IsSmallMeleeFighter isSmallMeleeFighter; CAiHireUnitEval cAiHireUnitEval; GetMeleeUnitToHireAiRating getMeleeUnitToHireAiRating; ComputeTargetUnitAiPriority computeTargetUnitAiPriority; IsPlayerRaceUnplayable isPlayerRaceUnplayable; IsSupportAttackClass isSupportAttackClass; GetUnitAttacks getUnitAttacks; GetItemAttack getItemAttack; IsUnitUseAdditionalAnimation isUnitUseAdditionalAnimation; CheckUnitForHire shouldAddUnitToHire; CheckUnitForHire enableUnitInHireListUi; CastUnitImplToRacialSoldier castUnitImplToRacialSoldier; BuildLordSpecificBuildings buildLordSpecificBuildings; AddCapitalBuilding addCapitalBuilding; CastUnitImplToLeader castUnitImplToLeader; GetBaseUnitImplId getBaseUnitImplId; GetUnitImplDamageMax getUnitImplDamageMax; ReadGlobalAttacks readGlobalAttacks; GetAltAttackIdCheckClass getAltAttackIdCheckClass; UnitHasDoppelgangerAttack unitHasDoppelgangerAttack; GetDeathAnimationByUnitOrItemId getDeathAnimationByUnitOrItemId; OemToCharA oemToCharA; ThrowScenarioException throwScenarioException; LoadScenarioMap loadScenarioMap; CreateUnitFaceImage createUnitFaceImage; CanApplyPotionToUnit canApplyPotionToUnit; GetUpgradeUnitImplCheckXp getUpgradeUnitImplCheckXp; ChangeUnitXpCheckUpgrade changeUnitXpCheckUpgrade; IsUnitTierMax isUnitTierMax; IsUnitLevelNotMax isUnitLevelNotMax; IsUnitUpgradePending isUnitUpgradePending; GetUnitImplIdForIsoUnitImage getUnitImplIdForIsoUnitImage; GetUnitRequiredBuildings getUnitRequiredBuildings; ComputeMovementCost computeMovementCost; GetBuildingStatus getBuildingStatus; }; /** Global variables used in game. */ struct Variables { int* minimapMode; /**< Value of 0 shows minimap, 1 shows percentage of land converted. */ unsigned char* respopup; }; /** Returns functions according to determined version of the game. */ Functions& gameFunctions(); /** Returns variables according to determined version of the game. */ Variables& gameVariables(); } // namespace game #endif // GAME_H
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freetask.h
VladimirMakeev_D2ModdingToolset/mss32/include/freetask.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef FREETASK_H #define FREETASK_H #include "smartptr.h" #include "task.h" namespace game { struct CTaskManager; struct CInterfManagerImpl; struct CFreeTask : public ITask { CTaskManager* taskManager; SmartPtr<CInterfManagerImpl> interfManager; }; } // namespace game #endif // FREETASK_H
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.h
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1,542,586
bordertile.h
VladimirMakeev_D2ModdingToolset/mss32/include/bordertile.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef BORDERTILE_H #define BORDERTILE_H #include "isoborder.h" namespace game { struct CBorderTile : public IIsoBorder { void*** imageData; }; assert_size(CBorderTile, 8); } // namespace game #endif // BORDERTILE_H
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.h
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1,542,587
netcustomservice.h
VladimirMakeev_D2ModdingToolset/mss32/include/netcustomservice.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef NETCUSTOMSERVICE_H #define NETCUSTOMSERVICE_H #include "lobbycallbacks.h" #include "mqnetservice.h" #include "networkpeer.h" #include "roomscallback.h" #include <Lobby2Client.h> #include <Lobby2Message.h> #include <RakPeerInterface.h> #include <RoomsPlugin.h> #include <memory> #include <string> namespace hooks { struct CNetCustomService; struct CNetCustomSession; class LobbyPeerCallbacks : public NetworkPeerCallbacks { public: LobbyPeerCallbacks(CNetCustomService* netService) : netService{netService} { } virtual ~LobbyPeerCallbacks() = default; void onPacketReceived(DefaultMessageIDTypes type, SLNet::RakPeerInterface* peer, const SLNet::Packet* packet) override; private: CNetCustomService* netService; }; struct CNetCustomService : public game::IMqNetService { CNetCustomService(NetworkPeer::PeerPtr&& peer); ~CNetCustomService() = default; std::string loggedAccount; SLNet::SystemAddress roomOwnerAddress; /** Interacts with lobby server. */ SLNet::Lobby2Client lobbyClient; /** Creates network messages. */ SLNet::Lobby2MessageFactory lobbyMsgFactory; /** Callbacks only for debug logging. */ LoggingCallbacks loggingCallbacks; /** Interacts with lobby server rooms. */ SLNet::RoomsPlugin roomsClient; RoomsLoggingCallback roomsLogCallback; /** Connection with lobby server. */ NetworkPeer lobbyPeer; LobbyPeerCallbacks callbacks; CNetCustomSession* session; }; /** Returns net service if it is present and has type CNetCustomService. */ CNetCustomService* getNetService(); bool createCustomNetService(game::IMqNetService** service); void addLobbyCallbacks(SLNet::Lobby2Callbacks* callbacks); void removeLobbyCallbacks(SLNet::Lobby2Callbacks* callbacks); void addRoomsCallback(SLNet::RoomsCallback* callback); void removeRoomsCallback(SLNet::RoomsCallback* callback); /** Returns true if current netService in CMidgard exists and has type CNetCustomService. */ bool isNetServiceCustom(); /** Checks if specified net service is custom. */ bool isNetServiceCustom(const game::IMqNetService* service); } // namespace hooks #endif // NETCUSTOMSERVICE_H
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,588
raceset.h
VladimirMakeev_D2ModdingToolset/mss32/include/raceset.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef RACESET_H #define RACESET_H #include "d2set.h" #include "racecategory.h" namespace game { using RaceSet = Set<LRaceCategory>; struct RaceSetIterator { char unknown[16]; }; namespace RaceSetApi { struct Api { using Clear = void(__thiscall*)(RaceSet* thisptr); Clear clear; using Add = RaceSetIterator*(__thiscall*)(RaceSet* thisptr, RaceSetIterator* iterator, LRaceCategory* raceCategory); Add add; }; Api& get(); } // namespace RaceSetApi } // namespace game #endif // RACESET_H
1,423
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,589
testconditionhooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/testconditionhooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef TESTCONDITIONHOOKS_H #define TESTCONDITIONHOOKS_H namespace game { struct ITestCondition; struct CMidEvCondition; struct CMidgardID; } // namespace game namespace hooks { // hooks for ITestCondition derived types in game -> testconditionhooks.h game::ITestCondition* __stdcall createTestConditionHooked(game::CMidEvCondition* eventCondition, bool samePlayer, const game::CMidgardID* triggererStackId); } // namespace hooks #endif // TESTCONDITIONHOOKS_H
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.h
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VladimirMakeev/D2ModdingToolset
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1,542,590
scenariodataarray.h
VladimirMakeev_D2ModdingToolset/mss32/include/scenariodataarray.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef SCENARIODATAARRAY_H #define SCENARIODATAARRAY_H #include "d2assert.h" #include "d2vector.h" namespace game { struct ScenarioData; using ScenarioDataArray = Vector<ScenarioData>; struct ScenarioDataArrayWrapped { bool initialized; char padding[3]; ScenarioDataArray data; int maxScenarioFileIndex; }; assert_size(ScenarioDataArrayWrapped, 24); namespace ScenarioDataArrayApi { struct Api { /** * Adds new ScenarioData element to the end of the array. * @param[in] thisptr pointer to array to add to. * @param[in] data element to push. * @returns unknown. */ using PushBack = void*(__thiscall*)(ScenarioDataArray* thisptr, const ScenarioData* data); PushBack pushBack; /** Returns element at specified index. */ using GetElement = ScenarioData*(__thiscall*)(ScenarioDataArrayWrapped* thisptr, int index); GetElement getElement; }; Api& get(); } // namespace ScenarioDataArrayApi } // namespace game #endif // SCENARIODATAARRAY_H
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1,542,591
logutils.h
VladimirMakeev_D2ModdingToolset/mss32/include/logutils.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef LOGUTILS_H #define LOGUTILS_H #include <string> namespace game { struct CMidgardID; } // namespace game namespace hooks { const char* getNetPlayerIdDesc(int netPlayerId); const char* getMidgardIdTypeDesc(const game::CMidgardID* id); } // namespace hooks #endif // LOGUTILS_H
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,592
netsingleplayerhooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/netsingleplayerhooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef NETSINGLEPLAYERHOOKS_H #define NETSINGLEPLAYERHOOKS_H namespace game { struct CNetSinglePlayer; struct NetMessageHeader; } // namespace game namespace hooks { bool __fastcall netSinglePlayerSendMessageHooked(game::CNetSinglePlayer* thisptr, int /*%edx*/, int idTo, const game::NetMessageHeader* message); } // namespace hooks #endif // NETSINGLEPLAYERHOOKS_H
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1,542,593
lordtype.h
VladimirMakeev_D2ModdingToolset/mss32/include/lordtype.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef LORDTYPE_H #define LORDTYPE_H #include "d2list.h" #include "d2set.h" #include "lordcat.h" #include "midgardid.h" #include "midobject.h" #include "textandid.h" #include <cstddef> #include <cstdint> namespace game { /** Holds information read from GBuiList.dbf. */ struct TLordTypeBuildList { CMidgardID lordId; Set<CMidgardID> data; }; assert_size(TLordTypeBuildList, 32); struct LeaderUpgData { CMidgardID modifierId; int leaderLevel; int priority; TextAndId name; TextAndId description; char unknown[8]; }; assert_size(LeaderUpgData, 36); assert_offset(LeaderUpgData, name, 12); assert_offset(LeaderUpgData, description, 20); /** Holds information read from GLeaUpg.dbf. */ struct CLordLeaderUpg { void* vftable; CMidgardID lordId; List<LeaderUpgData> upgrades; }; assert_size(CLordLeaderUpg, 24); struct TLordTypeData { CMidgardID raceId; TextAndId name; TextAndId description; char picture[9]; char padding[3]; TLordTypeBuildList* buildList; CLordLeaderUpg* leaderUpg; void* unknown; LLordCategory lordCategory; }; assert_size(TLordTypeData, 56); assert_offset(TLordTypeData, name, 4); assert_offset(TLordTypeData, description, 12); assert_offset(TLordTypeData, buildList, 32); /** Holds information read from GLord.dbf. */ struct TLordType : public IMidObject { TLordTypeData* data; }; assert_size(TLordType, 12); } // namespace game #endif // LORDTYPE_H
2,278
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1,542,594
cmdbattlechooseactionmsg.h
VladimirMakeev_D2ModdingToolset/mss32/include/cmdbattlechooseactionmsg.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef CMDBATTLECHOOSEACTIONMSG_H #define CMDBATTLECHOOSEACTIONMSG_H #include "battlemsgdata.h" #include "commandmsg.h" #include "d2set.h" namespace game { struct CCmdBattleChooseActionMsg : public CCommandMsgTempl<CommandMsgId::BattleChooseAction, CommandMsgParam::Value0> { BattleMsgData battleMsgData; CMidgardID id; Set<int> list; CMidgardID id2; Set<int> list2; CMidgardID id3; Set<int> list3; CMidgardID id4; Set<int> list4; }; assert_size(CCmdBattleChooseActionMsg, 4064); assert_offset(CCmdBattleChooseActionMsg, battleMsgData, 16); namespace CCmdBattleChooseActionMsgApi { struct Api { using Destructor = void(__thiscall*)(CCmdBattleChooseActionMsg* thisptr); Destructor destructor; }; Api& get(); CCommandMsgVftable* vftable(); } // namespace CCmdBattleChooseActionMsgApi } // namespace game #endif // CMDBATTLECHOOSEACTIONMSG_H
1,713
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.h
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VladimirMakeev/D2ModdingToolset
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,595
objectselection.h
VladimirMakeev_D2ModdingToolset/mss32/include/objectselection.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef OBJECTSELECTION_H #define OBJECTSELECTION_H #include "midgardid.h" #include "smartptr.h" namespace game { struct IMidgardObjectMap; struct ICanSelect; struct IMqImage2; struct ObjectSelectionData { IMidgardObjectMap* objectMap; ICanSelect* canSelect; CMidgardID playerId; int unknown; int unknown2; int unknown3; int unknown4; int unknown5; int unknown6; SmartPtr<IMqImage2> selectNoImage; SmartPtr<IMqImage2> selectYesImage; }; assert_size(ObjectSelectionData, 52); } // namespace game #endif // OBJECTSELECTION_H
1,387
C++
.h
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VladimirMakeev/D2ModdingToolset
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,596
midlandmark.h
VladimirMakeev_D2ModdingToolset/mss32/include/midlandmark.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDLANDMARK_H #define MIDLANDMARK_H #include "mapelement.h" #include "midgardid.h" #include "midscenarioobject.h" #include "stringandid.h" namespace game { /** Represents landmark in scenario file and game. */ struct CMidLandmark : public IMidScenarioObject { IMapElement mapElement; CMidgardID landmarkTypeId; StringAndId description; }; assert_size(CMidLandmark, 44); } // namespace game #endif // MIDLANDMARK_H
1,253
C++
.h
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VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,597
2dengine.h
VladimirMakeev_D2ModdingToolset/mss32/include/2dengine.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef C2DENGINE_H #define C2DENGINE_H #include "d2assert.h" #include "mqpoint.h" namespace game { struct C2DEngineMapImpl; struct C2DEngineData { C2DEngineMapImpl* engineMapImpl; CMqPoint textureCoordScreenStart; /**< Top-left screen corner position in texture coordinates */ char unknown[16]; CMqPoint position2; }; assert_size(C2DEngineData, 36); struct C2DEngine { void* vftable; C2DEngineData* data; }; assert_size(C2DEngine, 8); } // namespace game #endif // C2DENGINE_H
1,324
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.h
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VladimirMakeev/D2ModdingToolset
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,598
custombuildingcategories.h
VladimirMakeev_D2ModdingToolset/mss32/include/custombuildingcategories.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef CUSTOMBUILDINGCATEGORIES_H #define CUSTOMBUILDINGCATEGORIES_H #include "buildingcat.h" #include <filesystem> #include <map> #include <string> namespace game { enum class BuildingBranchNumber : int; } // namespace game namespace hooks { struct CustomBuildingCategory : game::LBuildingCategory { std::string text; }; using CustomBuildingCategories = std::map<game::BuildingBranchNumber, CustomBuildingCategory>; CustomBuildingCategories& getCustomBuildingCategories(); bool addCustomBuildingCategory(const std::filesystem::path& dbfFilePath, game::BuildingBranchNumber branchNumber, const char* text); bool isCustomBuildingCategory(const game::LBuildingCategory* category); game::BuildingId getCustomBuildingCategoryId(game::BuildingBranchNumber branchNumber); } // namespace hooks #endif // CUSTOMBUILDINGCATEGORIES_H
1,713
C++
.h
41
38.536585
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VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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false
false
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1,542,599
encunitdescriptor.h
VladimirMakeev_D2ModdingToolset/mss32/include/encunitdescriptor.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef ENCUNITDESCRIPTOR_H #define ENCUNITDESCRIPTOR_H #include "attackclasscat.h" #include "attacksourcecat.h" #include "d2list.h" #include "d2vector.h" #include "leaderabilitycat.h" namespace game { struct CMidgardID; struct IEncUnitDescriptorVftable; struct LAttackReach; struct LLeaderAbility; struct TBuildingType; struct IEncUnitDescriptor { const IEncUnitDescriptorVftable* vftable; }; struct IEncUnitDescriptorVftable { using Destructor = void(__thiscall*)(IEncUnitDescriptor* thisptr, bool freeMemory); Destructor destructor; using GetBool = bool(__thiscall*)(const IEncUnitDescriptor* thisptr); GetBool isUnitType; using GetInt = int(__thiscall*)(const IEncUnitDescriptor* thisptr); GetInt getHp; GetInt getHpMax; using GetId = CMidgardID*(__thiscall*)(const IEncUnitDescriptor* thisptr, CMidgardID* value); GetId getAttackId; using GetAttackClass = const LAttackClass*(__thiscall*)(const IEncUnitDescriptor* thisptr); GetAttackClass getAttackClass; using GetStr = const char*(__thiscall*)(const IEncUnitDescriptor* thisptr); GetStr getAttackName; GetInt getAttackPower; GetInt getAttackLevel; using GetAttackSource = const LAttackSource*(__thiscall*)(const IEncUnitDescriptor* thisptr); GetAttackSource getAttackSource; using GetAttackReach = const LAttackReach*(__thiscall*)(const IEncUnitDescriptor* thisptr); GetAttackReach getAttackReach; GetInt getAttackDamageOrHeal; GetInt getAttackInitiative; GetId getAltAttackId; GetStr getAltAttackName; GetInt getAltAttackPower; GetId getAttack2Id; GetStr getAttack2Name; GetInt getAttack2Power; GetBool attacksTwice; GetInt getLeadership; GetInt getNbBattle; GetBool isUnitInStack; GetInt getMovement; GetBool isUnitLeader; GetId getGlobalUnitImplId; GetStr getUnitName; GetStr getUnitDescription; GetInt getUnitLevel; GetInt getUnitArmor; GetBool isUnitAtMaxLevel; GetInt getUnitCurrentXp; GetInt getUnitXpNext; GetBool isUnitUpgradePending; using GetUnitRequiredBuildings = void(__thiscall*)(const IEncUnitDescriptor* thisptr, Vector<TBuildingType*>* buildings); GetUnitRequiredBuildings getUnitRequiredBuildings; GetBool getUnitDynLevel; GetBool unknownMethod; GetBool getLeaderFlyAbility; using GetLeaderAbilities = void(__thiscall*)(const IEncUnitDescriptor* thisptr, List<LLeaderAbility>* abilities); GetLeaderAbilities getLeaderAbilities; using GetAttackClasses = void(__thiscall*)(const IEncUnitDescriptor* thisptr, List<LAttackClass>* attackClasses); GetAttackClasses getAttackClassesUnitIsImmuneTo; using GetAttackSources = void(__thiscall*)(const IEncUnitDescriptor* thisptr, List<LAttackSource>* attackSources); GetAttackSources getAttackSourcesUnitIsImmuneTo; GetAttackClasses getAttackClassesUnitIsResistantTo; GetAttackSources getAttackSourcesUnitIsResistantTo; }; assert_vftable_size(IEncUnitDescriptorVftable, 43); } // namespace game #endif // ENCUNITDESCRIPTOR_H
4,126
C++
.h
100
35.36
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0.751195
VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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false
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false
1,542,600
interfacechilds.h
VladimirMakeev_D2ModdingToolset/mss32/include/interfacechilds.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef INTERFACECHILDS_H #define INTERFACECHILDS_H #include "d2assert.h" #include "d2vector.h" namespace game { struct CInterface; struct CInterfaceChilds { void* vftable; Vector<CInterface*> childs; }; assert_size(CInterfaceChilds, 20); } // namespace game #endif // INTERFACECHILDS_H
1,115
C++
.h
32
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0.768372
VladimirMakeev/D2ModdingToolset
32
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GPL-3.0
9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
false
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1,542,601
midstreamfile.h
VladimirMakeev_D2ModdingToolset/mss32/include/midstreamfile.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDSTREAMFILE_H #define MIDSTREAMFILE_H #include "midgardstream.h" namespace game { struct CMidStreamEnvFile; /** Implementation of IMidgardStream that works with files. */ struct CMidStreamFile : public IMidgardStream { CMidStreamEnvFile* streamEnv; bool insideRecord; char padding[3]; }; assert_size(CMidStreamFile, 12); } // namespace game #endif // MIDSTREAMFILE_H
1,209
C++
.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
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1,542,602
summonhooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/summonhooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef SUMMONHOOKS_H #define SUMMONHOOKS_H namespace game { struct CBatAttackSummon; struct IMidgardObjectMap; struct BattleMsgData; struct CMidgardID; struct BattleAttackInfo; } // namespace game namespace hooks { void __fastcall summonAttackOnHitHooked(game::CBatAttackSummon* thisptr, int /*%edx*/, game::IMidgardObjectMap* objectMap, game::BattleMsgData* battleMsgData, game::CMidgardID* targetUnitId, game::BattleAttackInfo** attackInfo); } #endif // SUMMONHOOKS_H
1,489
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,603
factoryimageanim.h
VladimirMakeev_D2ModdingToolset/mss32/include/factoryimageanim.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef FACTORYIMAGEANIM_H #define FACTORYIMAGEANIM_H #include "d2vector.h" #include "imgfactory.h" #include "mqanimation.h" #include "smartptr.h" #include <cstddef> namespace game { struct CMqPresentationManager; struct FactoryImageAnim : public CImgFactory::Image , public IMqAnimation { SmartPtr<CMqPresentationManager> presentationMgr; Vector<IMqImage2*> frames; int currentFrame; char unknown; char padding[3]; }; assert_size(FactoryImageAnim, 40); assert_offset(FactoryImageAnim, presentationMgr, 8); } // namespace game #endif // FACTORYIMAGEANIM_H
1,404
C++
.h
41
31.95122
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VladimirMakeev/D2ModdingToolset
32
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,604
racelist.h
VladimirMakeev_D2ModdingToolset/mss32/include/racelist.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef RACELIST_H #define RACELIST_H #include "d2list.h" #include "racecategory.h" namespace game { using RaceCategoryList = List<LRaceCategory>; using RaceCategoryListNode = ListNode<LRaceCategory>; namespace RaceCategoryListApi { struct Api { /** Constructs an empty list. */ using Constructor = RaceCategoryList*(__thiscall*)(RaceCategoryList* thisptr); Constructor constructor; /** Copy constructs list from 'other'. */ using CopyConstructor = RaceCategoryList*(__thiscall*)(RaceCategoryList* thisptr, const RaceCategoryList* other); CopyConstructor copyConstructor; /** Frees memory allocated for list nodes. */ using FreeNodes = void(__thiscall*)(RaceCategoryList* thisptr); FreeNodes freeNodes; /** Frees memory allocated for specified node. */ using FreeNode = void(__thiscall*)(RaceCategoryList* thisptr, RaceCategoryListNode* node); FreeNode freeNode; /** Adds race category to the list. */ using Add = void(__thiscall*)(RaceCategoryList* thisptr, const LRaceCategory* race); Add add; /** Returns list with playable race categories. */ using GetPlayableRaces = RaceCategoryList*(__stdcall*)(RaceCategoryList* races); GetPlayableRaces getPlayableRaces; }; Api& get(); } // namespace RaceCategoryListApi } // namespace game #endif // RACELIST_H
2,212
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.h
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VladimirMakeev/D2ModdingToolset
32
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,605
mideveffect.h
VladimirMakeev_D2ModdingToolset/mss32/include/mideveffect.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDEVEFFECT_H #define MIDEVEFFECT_H #include "eventeffectcat.h" #include "midgardid.h" namespace game { struct CMidEvEffectVftable; struct IMidgardObjectMap; struct IMidgardStream; struct IMidgardStreamEnv; struct String; /** Base class for all event effects. */ struct CMidEvEffect { CMidEvEffectVftable* vftable; CMidgardID eventId; int sequenceNumber; /**< Determines effects apply order. */ LEventEffectCategory category; }; struct CMidEvEffectVftable { using Destructor = void(__thiscall*)(CMidEvEffect* thisptr, char flags); Destructor destructor; /** Returns true if id used by event effect equals to the objectId specified. */ using IsIdsEqual = bool(__thiscall*)(const CMidEvEffect* thisptr, const CMidgardID* objectId); IsIdsEqual isIdsEqual; /** Returns true if effect is valid: refers to existing scenario objects. */ using IsValid = bool(__thiscall*)(const CMidEvEffect* thisptr, const IMidgardObjectMap* objectMap); IsValid isValid; using Method3 = bool(__thiscall*)(const CMidEvEffect* thisptr, int a2); Method3 method3; /** Serializes event effect. */ using Stream = void(__thiscall*)(CMidEvEffect* thisptr, IMidgardStreamEnv* streamEnv, IMidgardStream** stream); Stream stream; }; assert_vftable_size(CMidEvEffectVftable, 5); namespace CMidEvEffectApi { struct Api { using CreateFromCategory = CMidEvEffect*(__stdcall*)(const CMidgardID* eventId, const LEventEffectCategory* category); CreateFromCategory createFromCategory; /** * Returns string with current effect settings to show in effects list box. * Used in Scenario Editor only. */ using GetInfoString = void(__stdcall*)(String* info, const IMidgardObjectMap* objectMap, const CMidEvEffect* eventEffect); GetInfoString getInfoString; using GetDescription = void(__stdcall*)(String* description, const LEventEffectCategory* category); /** * Returns brief effect description by specified category * Used in Scenario Editor only. */ GetDescription getBrief; /** * Returns full effect description by specified category * Used in Scenario Editor only. */ GetDescription getDescription; }; Api& get(); } // namespace CMidEvEffectApi } // namespace game #endif // MIDEVEFFECT_H
3,439
C++
.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
false
false
false
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1,542,606
eventeffectcathooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/eventeffectcathooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef EVENTEFFECTCATHOOKS_H #define EVENTEFFECTCATHOOKS_H #include "eventeffectcat.h" #include "midgardid.h" namespace hooks { struct CustomEventEffect { game::LEventEffectCategory category{nullptr, nullptr, game::EventEffectId{-1}}; game::CMidgardID infoText{}; game::CMidgardID brief{}; game::CMidgardID description{}; }; struct CustomEventEffects { }; CustomEventEffects& customEventEffects(); game::LEventEffectCategoryTable* __fastcall eventEffectCategoryTableCtorHooked( game::LEventEffectCategoryTable* thisptr, int /*%edx*/, const char* globalsFolderPath, void* codeBaseEnvProxy); } // namespace hooks #endif // EVENTEFFECTCATHOOKS_H
1,497
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,607
drainattackhooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/drainattackhooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef DRAINATTACKHOOKS_H #define DRAINATTACKHOOKS_H namespace game { struct CBatAttackDrain; struct IMidgardObjectMap; struct BattleMsgData; struct CMidgardID; struct BattleAttackInfo; struct CBatAttackDrainOverflow; } // namespace game namespace hooks { void __fastcall drainAttackOnHitHooked(game::CBatAttackDrain* thisptr, int /*%edx*/, game::IMidgardObjectMap* objectMap, game::BattleMsgData* battleMsgData, game::CMidgardID* unitId, game::BattleAttackInfo** attackInfo); void __fastcall drainOverflowAttackOnHitHooked(game::CBatAttackDrainOverflow* thisptr, int /*%edx*/, game::IMidgardObjectMap* objectMap, game::BattleMsgData* battleMsgData, game::CMidgardID* unitId, game::BattleAttackInfo** attackInfo); } // namespace hooks #endif // DRAINATTACKHOOKS_H
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.h
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1,542,608
image2fill.h
VladimirMakeev_D2ModdingToolset/mss32/include/image2fill.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef IMAGE2FILL_H #define IMAGE2FILL_H #include "d2color.h" #include "mqimage2surface16.h" namespace game { /** Renders rectangular region filled with a single color. */ struct CImage2Fill : public CMqImage2Surface16 { Color color; CMqPoint size; }; assert_size(CImage2Fill, 56); namespace CImage2FillApi { struct Api { using Constructor = CImage2Fill*(__thiscall*)(CImage2Fill* thisptr, std::uint32_t width, std::uint32_t height); Constructor constructor; using SetColor = void(__thiscall*)(CImage2Fill* thisptr, const Color* color); SetColor setColor; }; Api& get(); } // namespace CImage2FillApi } // namespace game #endif // IMAGE2FILL_H
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.h
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1,542,609
menunewskirmishmultihooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/menunewskirmishmultihooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MENUNEWSKIRMISHMULTIHOOKS_H #define MENUNEWSKIRMISHMULTIHOOKS_H namespace game { struct CMenuNewSkirmishMulti; struct CMenuPhase; } // namespace game namespace hooks { bool __fastcall menuNewSkirmishMultiCreateServerHooked(game::CMenuNewSkirmishMulti* thisptr, int /*%edx*/); game::CMenuNewSkirmishMulti* __fastcall menuNewSkirmishMultiCtorHooked( game::CMenuNewSkirmishMulti* thisptr, int /*%edx*/, game::CMenuPhase* menuPhase); } // namespace hooks #endif // MENUNEWSKIRMISHMULTIHOOKS_H
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.h
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false
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1,542,610
mqrect.h
VladimirMakeev_D2ModdingToolset/mss32/include/mqrect.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MQRECT_H #define MQRECT_H #include "d2assert.h" namespace game { struct CMqPoint; struct CMqRect { int left; int top; int right; int bottom; }; assert_size(CMqRect, 16); namespace MqRectApi { struct Api { using Constructor = CMqRect*(__thiscall*)(CMqRect* thisptr); Constructor constructor; using PtInRect = bool(__thiscall*)(const CMqRect* thisptr, const CMqPoint* pt); PtInRect ptInRect; using GetCenter = CMqPoint*(__thiscall*)(const CMqRect* thisptr, CMqPoint* value); GetCenter getCenter; }; Api& get(); } // namespace MqRectApi } // namespace game #endif // MQRECT_H
1,447
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,611
togglebutton.h
VladimirMakeev_D2ModdingToolset/mss32/include/togglebutton.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef TOGGLEBUTTON_H #define TOGGLEBUTTON_H #include "interface.h" #include "smartptr.h" namespace game { struct CToggleButtonVftable; struct CDialogInterf; struct CToggleButtonData { int buttonChildIndex; bool checked; char padding[3]; SmartPointer ptr; SmartPointer ptrArray[7]; }; assert_size(CToggleButtonData, 72); /** * Toggle button ui element. * Represents TOGGLE from Interf.dlg or ScenEdit.dlg files. */ struct CToggleButton : public CInterfaceT<CToggleButtonVftable> { CToggleButtonData* data; }; assert_size(CToggleButton, 12); struct CToggleButtonVftable : public CInterfaceVftable { void* method34; using SetEnabled = void(__thiscall*)(CToggleButton* thisptr, bool value); SetEnabled setEnabled; void* method36; void* method37; }; assert_vftable_size(CToggleButtonVftable, 38); assert_offset(CToggleButtonVftable, setEnabled, 140); namespace CToggleButtonApi { struct Api { using SetChecked = void(__thiscall*)(CToggleButton* thisptr, bool checked); SetChecked setChecked; using AssignFunctor = CToggleButton*(__stdcall*)(CDialogInterf* dialog, const char* buttonName, const char* dialogName, SmartPointer* functor, int hotkey); AssignFunctor assignFunctor; }; Api& get(); } // namespace CToggleButtonApi } // namespace game #endif // TOGGLEBUTTON_H
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.h
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VladimirMakeev/D2ModdingToolset
32
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,612
tileprefixes.h
VladimirMakeev_D2ModdingToolset/mss32/include/tileprefixes.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef TILEPREFIXES_H #define TILEPREFIXES_H #include <cstdint> namespace game { /** Used to convert between tile name prefixes and vice versa. */ enum class TilePrefix : std::uint32_t { Water, /**< WA */ Neutral, /**< NE */ Human, /**< HU */ Heretic, /**< HE */ Dwarf, /**< DW */ Undead, /**< UN */ Black, /**< BL */ Elf, /**< EL */ }; namespace TilePrefixApi { struct Api { /** Returns tile prefix number by tile prefix name. */ using GetTilePrefixByName = TilePrefix(__stdcall*)(const char* tileNamePrefix); GetTilePrefixByName getTilePrefixByName; /** Returns tile prefix name by tile prefix number. */ using GetTilePrefixName = const char*(__stdcall*)(TilePrefix tilePrefix); GetTilePrefixName getTilePrefixName; }; Api& get(); } // namespace TilePrefixApi } // namespace game #endif // TILEPREFIXES_H
1,700
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.h
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VladimirMakeev/D2ModdingToolset
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false
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1,542,613
midunitgroup.h
VladimirMakeev_D2ModdingToolset/mss32/include/midunitgroup.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2020 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDUNITGROUP_H #define MIDUNITGROUP_H #include "idlist.h" #include "idvector.h" #include "unitpositionmap.h" namespace game { struct CMidUnitGroupVftable; struct IMidgardObjectMap; struct CFortification; struct CVisitorAddUnitToGroup; /** Represents group of 6 units in game. */ struct CMidUnitGroup { const CMidUnitGroupVftable* vftable; IdVector units; CMidgardID positions[6]; /** * Maximum number of units that can be added to the group. * Value of -1 disables restriction. * Does not work properly with units hire and used only for summon attacks logic. */ int maxUnitsAllowed; CFortification* city; }; struct CMidUnitGroupVftable { using Destructor = void(__thiscall*)(CMidUnitGroup* thisptr, char flags); Destructor destructor; using AddLeader = bool(__thiscall*)(CMidUnitGroup* thisptr, const CMidgardID* unitId, int position, const IMidgardObjectMap* objectMap); AddLeader addLeader; using RemoveAllUnits = bool(__thiscall*)(CMidUnitGroup* thisptr, const CMidgardID* groupId, const IMidgardObjectMap* objectMap); RemoveAllUnits removeAllUnits; using Stream = void(__thiscall*)(CMidUnitGroup* thisptr, int a2, const CMidgardID* groupId); Stream stream; void* methods[2]; using AddUnit = bool(__thiscall*)(CMidUnitGroup* thisptr, const CVisitorAddUnitToGroup* visitor, const CMidgardID* unitId, int position, const IMidgardObjectMap* objectMap); AddUnit addUnit; using RemoveUnit = bool(__thiscall*)(CMidUnitGroup* thisptr, CVisitorAddUnitToGroup* visitor, const CMidgardID* unitId, const IMidgardObjectMap* objectMap); RemoveUnit removeUnit; void* methods2[2]; }; assert_vftable_size(CMidUnitGroupVftable, 10); namespace CMidUnitGroupApi { struct Api { using GetUnitId = CMidgardID*(__thiscall*)(const CMidUnitGroup* thisptr, int index); GetUnitId getUnitId; /** Returns unit position in group, or -1 if unit not found. */ using GetUnitPosition = int(__thiscall*)(const CMidUnitGroup* thisptr, const CMidgardID* unitId); GetUnitPosition getUnitPosition; /** Returns unit id by specified position in group, or emptyId in case of wrong position. */ using GetUnitIdByPosition = const CMidgardID*(__thiscall*)(const CMidUnitGroup* thisptr, int position); GetUnitIdByPosition getUnitIdByPosition; using AddUnitIdsAvailableForSummons = void(__stdcall*)(IdList* value, const IMidgardObjectMap* objectMap, const CMidUnitGroup* group); AddUnitIdsAvailableForSummons addUnitIdsAvailableForSummons; using UnknownFunction = void(__stdcall*)(CMidUnitGroup* group1, CMidUnitGroup* group2, UnitPositionMap* positions); UnknownFunction unknownFunction; /** Returns number of units in group. */ using GetUnitsCount = int(__thiscall*)(const CMidUnitGroup* group); GetUnitsCount getUnitsCount; }; Api& get(); } // namespace CMidUnitGroupApi } // namespace game #endif // MIDUNITGROUP_H
4,581
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
false
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1,542,614
twospeedanimator.h
VladimirMakeev_D2ModdingToolset/mss32/include/twospeedanimator.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef TWOSPEEDANIMATOR_H #define TWOSPEEDANIMATOR_H #include "d2assert.h" #include "mqanimation.h" #include "smartptr.h" namespace game { struct CMqPresentationManager; struct CTwoSpeedAnimator : public IMqAnimation { struct ITwoSpeedAnimationVftable; struct ITwoSpeedAnimation { ITwoSpeedAnimationVftable* vftable; }; bool fastAnimation; char padding[3]; SmartPtr<CMqPresentationManager> presentationMgr; ITwoSpeedAnimation* twoSpeedAnimation; }; assert_size(CTwoSpeedAnimator, 20); // Virtual table does not contain destructor struct CTwoSpeedAnimator::ITwoSpeedAnimationVftable { /** Updates animations by a single frame. */ using Update = void(__thiscall*)(CTwoSpeedAnimator::ITwoSpeedAnimation* thisptr, bool smoothScroll); Update update; }; assert_vftable_size(CTwoSpeedAnimator::ITwoSpeedAnimationVftable, 1); } // namespace game #endif // TWOSPEEDANIMATOR_H
1,781
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1,542,615
mqrasterizer.h
VladimirMakeev_D2ModdingToolset/mss32/include/mqrasterizer.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MQRASTERIZER_H #define MQRASTERIZER_H #include "d2assert.h" #include <cstdint> #include <windows.h> struct IDirectDrawSurface7; struct IDirectDrawPalette; namespace game { struct IMqRasterizerVftable; struct DisplaySettings; struct CMqPoint; struct SurfaceDecompressData; struct CMqRect; struct IMqRasterizer { struct SurfaceDecompVftable; struct SurfaceDecomp { SurfaceDecompVftable* vftable; }; IMqRasterizerVftable* vftable; }; struct IMqRasterizer::SurfaceDecompVftable { using Destructor = void(__thiscall*)(IMqRasterizer::SurfaceDecomp* thisptr, char flags); Destructor destructor; using GetData = SurfaceDecompressData*(__thiscall*)(IMqRasterizer::SurfaceDecomp* thisptr); GetData getData; }; assert_vftable_size(IMqRasterizer::SurfaceDecompVftable, 2); struct IMqRasterizerVftable { using Destructor = void(__thiscall*)(IMqRasterizer* thisptr, char flags); Destructor destructor; /** Returns true if specified display settings can be applied. */ using IsSettingsSupported = bool(__thiscall*)(const IMqRasterizer* thisptr, const DisplaySettings* displaySettings); IsSettingsSupported isSettingsSupported; /** * Initializes rasterizer surfaces using provided display settings. * @returns true if initialization was successfull. */ using InitializeSurfaces = bool(__thiscall*)(IMqRasterizer* thisptr, DisplaySettings* displaySettings); InitializeSurfaces initializeSurfaces; /** Returns current display settings. */ using GetDisplaySettings = DisplaySettings*(__thiscall*)(const IMqRasterizer* thisptr, DisplaySettings* displaySettings); GetDisplaySettings getDisplaySettings; using Method4 = void*(__thiscall*)(IMqRasterizer* thisptr, void* a2); Method4 method4; /** Returns size of screen surface. */ using GetScreenSurfaceSize = CMqPoint*(__thiscall*)(const IMqRasterizer* thisptr, CMqPoint* screenSurfaceSize); GetScreenSurfaceSize getScreenSurfaceSize; /** Assumption: notifies rasterizer that scaling of specified area has started. */ using StartScaling = void(__thiscall*)(IMqRasterizer* thisptr, const CMqRect* area, const CMqPoint* position); StartScaling startScaling; /** Assumption: notifies rasterizer that scaling has ended. */ using EndScaling = void(__thiscall*)(IMqRasterizer* thisptr); EndScaling endScaling; /** * Returns true if rasterizer can perform image scaling. * It means that startScaling and endScaling methods are implemented. * CDisplayD3D returns its member value while CDisplayDDraw always returns false. */ using IsScalingSupported = bool(__thiscall*)(const IMqRasterizer* thisptr); IsScalingSupported isScalingSupported; /** Returns true if game is in fullscreen mode. */ using IsFullscreen = bool(__thiscall*)(const IMqRasterizer* thisptr); IsFullscreen isFullscreen; /** Calls IDirectDraw7::FlipToGDISurface. */ using FlipToGDISurface = void(__thiscall*)(IMqRasterizer* thisptr); FlipToGDISurface flipToGDISurface; /** Performs a bit block transfer, calls IDirectDrawSurface7::Blt. */ using Blit = void(__thiscall*)(IMqRasterizer* thisptr); Blit blit; /** Calls IDirectDrawSurface7::Flip. */ using SwapBuffers = void(__thiscall*)(IMqRasterizer* thisptr); SwapBuffers swapBuffers; using SetBool = bool(__thiscall*)(IMqRasterizer* thisptr, bool value); SetBool setUnknown; SetBool setLowAlpha; using Method15 = bool(__thiscall*)(IMqRasterizer* thisptr); Method15 method15; using AlphaBlend = void(__thiscall*)(IMqRasterizer* thisptr, IDirectDrawSurface7* srcSurface, CMqPoint* a9, CMqPoint* dstPosition, CMqPoint* a10, int opacity); AlphaBlend alphaBlend; /** Assumption: returns maximum dimensions the surface (image) can use in the game. */ using GetMaxSurfaceSize = CMqPoint*(__thiscall*)(IMqRasterizer* thisptr, CMqPoint* size); GetMaxSurfaceSize getMaxSurfaceSize; using CreateSurfaceDecomp = IMqRasterizer::SurfaceDecomp*(__thiscall*)(IMqRasterizer* thisptr, IMqRasterizer::SurfaceDecomp** surfaceDecomp, IDirectDrawPalette* palette, CMqPoint* textureSize, int maybeBitsPerPixel); CreateSurfaceDecomp createSurfaceDecomp; /** * Calls IDirectDraw7::CreateSurface with DDSCAPS_OFFSCREENPLAIN description flag. * @param[in] hintPtr used only by CDisplayD3D to create dynamic (DDSCAPS2_HINTDYNAMIC) * or static (DDSCAPS2_HINTSTATIC) surfaces. Dynamic surface created when hint value is 2. */ using CreateOffscreenSurface = void(__thiscall*)(IMqRasterizer* thisptr, IDirectDrawSurface7** surface, CMqPoint* size, std::uint32_t* hintPtr, std::uint16_t opacity, char a6); CreateOffscreenSurface createOffscreenSurface; void* method20; using GetScreenSurfaceColorBitMask = void(__thiscall*)(IMqRasterizer* thisptr, std::uint32_t* rBitMask, std::uint32_t* gBitMask, std::uint32_t* bBitMask, std::uint32_t* alphaBitMask); GetScreenSurfaceColorBitMask getScreenSurfaceColorBitMask; /** Calls IDirectDraw7::CreatePalette with DDPCAPS_8BIT flag. */ using CreatePalette = void(__thiscall*)(IMqRasterizer* thisptr, IDirectDrawPalette** palette, PALETTEENTRY* paletteEntries); CreatePalette createPalette; /** * Blits screen surface inside 'area' onto offscreen surface, * copies screen surface color key into offscreen surface * and calls (if opacity is 300 or 400) CColorConversion::IImpl::doubleLighter * using offscreen surface. * @returns true if there were no errors */ using DoubleLighter = bool(__thiscall*)(IMqRasterizer* thisptr, IDirectDrawSurface7* offscreenSurface, const CMqRect* area, std::uint16_t opacity); DoubleLighter doubleLighter; using Method24 = void(__thiscall*)(IMqRasterizer* thisptr, int a2, unsigned int a3, int a4); Method24 method24; using Method25 = bool(__thiscall*)(IMqRasterizer* thisptr, int a2); Method25 method25; }; assert_vftable_size(IMqRasterizerVftable, 26); } // namespace game #endif // MQRASTERIZER_H
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VladimirMakeev/D2ModdingToolset
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1,542,616
middropsourceext.h
VladimirMakeev_D2ModdingToolset/mss32/include/middropsourceext.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDDROPSOURCEEXT_H #define MIDDROPSOURCEEXT_H namespace game { struct IMidDropSourceExtVftable; struct IMidDropSourceExt { IMidDropSourceExtVftable* vftable; }; } // namespace game #endif // MIDDROPSOURCEEXT_H
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VladimirMakeev/D2ModdingToolset
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1,542,617
midserverlogichooks.h
VladimirMakeev_D2ModdingToolset/mss32/include/midserverlogichooks.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Stanislav Egorov. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDSERVERLOGICHOOKS_H #define MIDSERVERLOGICHOOKS_H #include "d2set.h" namespace game { struct IMidMsgSender; struct CMidServerLogic; struct CMidgardID; } // namespace game namespace hooks { bool __fastcall midServerLogicSendObjectsChangesHooked(game::IMidMsgSender* thisptr, int /*%edx*/); bool __fastcall midServerLogicSendRefreshInfoHooked(const game::CMidServerLogic* thisptr, int /*%edx*/, const game::Set<game::CMidgardID>* objectsList, std::uint32_t playerNetId); } // namespace hooks #endif // MIDSERVERLOGICHOOKS_H
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1,542,618
stringintlist.h
VladimirMakeev_D2ModdingToolset/mss32/include/stringintlist.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2022 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef STRINGINTLIST_H #define STRINGINTLIST_H #include "d2list.h" #include "d2pair.h" #include "d2string.h" namespace game { using StringIntList = List<Pair<String, int>>; namespace StringIntListApi { struct Api { using Constructor = StringIntList*(__thiscall*)(StringIntList* thisptr); Constructor constructor; using Destructor = void(__thiscall*)(StringIntList* thisptr); Destructor destructor; }; Api& get(); } // namespace StringIntListApi } // namespace game #endif // STRINGINTLIST_H
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1,542,619
mqimage2.h
VladimirMakeev_D2ModdingToolset/mss32/include/mqimage2.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MQIMAGE2_H #define MQIMAGE2_H #include "d2assert.h" #include <cstdint> namespace game { struct IMqImage2Vftable; struct CMqPoint; struct CMqRect; struct IMqRenderer2; template <typename T> struct IMqImage2T { T* vftable; }; /** Assumption: base class for all images. */ struct IMqImage2 : public IMqImage2T<IMqImage2Vftable> { }; struct IMqImage2Vftable { using Destructor = void(__thiscall*)(IMqImage2* thisptr, char flags); Destructor destructor; /** Returns image dimensions as CMqPoint(width, height). */ using GetSize = CMqPoint*(__thiscall*)(const IMqImage2* thisptr, CMqPoint* size); GetSize getSize; /** Sets current image index. */ using SetImageIndex = std::uint32_t(__thiscall*)(IMqImage2* thisptr, std::uint32_t imageIndex); SetImageIndex setImageIndex; /** Returns current image index. */ using GetImageIndex = std::uint32_t(__thiscall*)(const IMqImage2* thisptr); GetImageIndex getImageIndex; /** * Returns number of images depending on context. * For animation related derived types, returns number of frames. * For multi-layered images returns number of layers. * For common images returns 1. */ using GetImagesCount = std::uint32_t(__thiscall*)(const IMqImage2* thisptr); GetImagesCount getImagesCount; /** Assumtion: renders image in CMqRect(start + offset, size) area. */ using Render = void(__thiscall*)(const IMqImage2* thisptr, IMqRenderer2* renderer, const CMqPoint* start, const CMqPoint* offset, const CMqPoint* size, const CMqRect* area); Render render; using SetUnknown = void(__thiscall*)(IMqImage2* thisptr); SetUnknown setUnknown; using ResetUnknown = void(__thiscall*)(IMqImage2* thisptr); ResetUnknown resetUnknown; using Method8 = int(__thiscall*)(IMqImage2* thisptr); Method8 method8; }; assert_vftable_size(IMqImage2Vftable, 9); } // namespace game #endif // MQIMAGE2_H
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C++
.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
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1,542,620
midscenvariables.h
VladimirMakeev_D2ModdingToolset/mss32/include/midscenvariables.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDSCENVARIABLES_H #define MIDSCENVARIABLES_H #include "d2map.h" #include "midgardid.h" #include "midscenarioobject.h" namespace game { struct ScenarioVariableData { char name[36]; int value; }; assert_size(ScenarioVariableData, 40); /** * Holds variables information in scenario file and game. * Scenario variables used in events logic. */ struct CMidScenVariables : public IMidScenarioObject { int unknown; Map<int, ScenarioVariableData> variables; }; assert_size(CMidScenVariables, 40); using ScenarioVariable = Pair<int, ScenarioVariableData>; namespace CMidScenVariablesApi { struct Api { /** * Returns scenario variable data by its id. * @returns pointer to empty scenario variable data in case of wrong id. */ using FindById = ScenarioVariableData*(__thiscall*)(const CMidScenVariables* thisptr, int variableId); FindById findById; }; Api& get(); } // namespace CMidScenVariablesApi } // namespace game #endif // MIDSCENVARIABLES_H
1,875
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
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1,542,621
netdplaysessenum.h
VladimirMakeev_D2ModdingToolset/mss32/include/netdplaysessenum.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2021 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef NETDPLAYSESSENUM_H #define NETDPLAYSESSENUM_H #include "d2string.h" #include "mqnetsessenum.h" #include <guiddef.h> namespace game { struct CNetDPlayService; /** Common session info wrapper for Direct Play. */ struct CNetDPlaySessEnum : public IMqNetSessEnum { CNetDPlayService* service; GUID instanceGuid; GUID appGuid; String sessionName; int playersCount; int maxPlayers; bool requiresPassword; char padding[3]; }; assert_size(CNetDPlaySessEnum, 68); } // namespace game #endif // NETDPLAYSESSENUM_H
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
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1,542,622
midgardmapfog.h
VladimirMakeev_D2ModdingToolset/mss32/include/midgardmapfog.h
/* * This file is part of the modding toolset for Disciples 2. * (https://github.com/VladimirMakeev/D2ModdingToolset) * Copyright (C) 2023 Vladimir Makeev. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef MIDGARDMAPFOG_H #define MIDGARDMAPFOG_H #include "d2pair.h" #include "midscenarioobject.h" #include "mqpoint.h" #include <cstddef> #include <cstdint> namespace game { /** Holds player's fog of war related data in scenario file and game. */ struct CMidgardMapFog : public IMidScenarioObject { std::uint32_t mapSize; Pair<std::size_t, void*> fogCells; }; assert_size(CMidgardMapFog, 20); namespace CMidgardMapFogApi { struct Api { /** * Returns fog of war at specified map position. * @param[in] thisptr map fog object * @param[out] fog pointer where to store fog result * @param[in] mapPosition position of a tile to check fog at * @returns true on success. It means fog pointer contains actual data */ using GetFog = bool(__thiscall*)(const CMidgardMapFog* thisptr, bool* fog, const CMqPoint* mapPosition); GetFog getFog; }; Api& get(); } // namespace CMidgardMapFogApi } // namespace game #endif // MIDGARDMAPFOG_H
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.h
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VladimirMakeev/D2ModdingToolset
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9/20/2024, 10:45:25 PM (Europe/Amsterdam)
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